4 minute read
Leaders
(although a few rare grell philosophers explore the possibility of undeath, as their talents and opportunities permit). While grell do not give any being their worship, they do hold a certain admiration for the greatest of the eaters, creatures whose dark hunger and destructive tendencies could encompass entire worlds given a chance. Deities such as Tharizdun or the Patient One are thus worthy of grell respect, and deserve to be honored (or placated) from time to time. The exact nature of this admiration varies from colony to colony, depending on what each grell patriarch regards as suitable. Some patriarchs direct their minions to offer sacrifi ces after a successful hunt, others offer sacrifi ces during diffi cult times, and still others never offer any sort of veneration at all, concluding that the great eaters take what they want when they choose to do so. Rarely, a grell philosopher turns to these dark and hungry powers, becoming a cleric of Tharizdun or the Patient One. A grell priest is an unusual creature, and chooses to follow its path not out of any desire to venerate a divine being, but instead to gain the power it needs to ascend to patriarchy. Grell priests regard their relationship with their patron deity as a simple bargain; they gain access to a source of magic most of their fellows cannot reach in exchange for offerings and sacrifi ces. Information about Tharizdun and the Patient One is presented in Chapter 9: The Aberration Hunter.
Grell respect strength and offer little deference to social superiors unless those superiors are stronger, more clever, and more powerful. Rather surprisingly, grell govern themselves through consensus and debate. Unlike many other evil races, which debase and disenfranchise weaker specimens, grell view each member of their race as a colleague and an example of a superior being. They are perfectly willing to assassinate rivals or plot against a superior, but they do not seek to deny any grell the opportunity to advance as far as its talents and cunning can take it. While grell are inclined to be egalitarian, it is certainly true that some grell are more equal than others. Grell respect magical ability and physical strength, so individuals with more Hit Dice, or philosophers with superior intelligence and spellcasting ability, carry more weight in the debates and arguments by which the colony governs itself. It’s not unusual for colonies to split into factions or cliques, each adhering to the infl uential arguments of a particular philosopher or strong elder grell. Even a patriarch is not guaranteed unanimous support from its lesser fellows. A patriarch leads only as long as the colony agrees that the creature is still fi t to do so. If the colony’s judgment turns against a patriarch, it is killed or driven into exile.
Advertisement
Grell Patriarch: Grell wizard 7; CR 10 ; Large aberration; HD 12d8+48 plus 7d4+28; hp 147; Init +6; Spd 5 ft., fl y 30 ft. (perfect); AC 24, touch 13, fl at-footed 22; Base Atk +12; Grp +30 ; Atk +16 melee (1d6+4 plus paralyzation, tentacle) or +13 ranged touch (5d6 electricity, greater lightning lance); Full Atk +16 melee (1d6+4 plus paralyzation, 10 tentacles) and +10 melee (1d8+2, bite), or +13 ranged touch (5d6 electricity, greater lightning lance); SA constrict, expert grappler, improved grab, paralysis, spells; SQ blindsight 60 ft., fl ight, immunity to electricity, immunity to paralyzation, sightless; AL NE; SV Fort +10, Ref +8, Will +14; Str 18, Dex 14, Con 18, Int 18, Wis 13, Cha 12.
Skills and Feats: Concentration +16 (+20 casting defensively), Hide +15, Knowledge (arcana) +10, Knowledge (dungeoneering) +10, Knowledge (nature) +10, Listen +16, Move Silently +19, Search +6, Sense Motive +4, Spellcraft +15, Spot +11, Survival +1 (+3 underground); Brew PotionB, Combat Casting, Combat Refl exes, Flyby Attack, Grell Alchemy†, Improved Initiative, Improved Natural Armor, Scribe ScrollB, Weapon Focus (tentacle). † New feat described on page 114.
Languages: Grell, Undercommon, Common, Draconic, Elven.
Constrict (Ex): On a successful grapple check, a grell patriarch deals 1d8+4 points of damage.
Expert Grappler (Ex): A grell that chooses to grapple with one tentacle and remain ungrappled itself takes a –10 penalty on its grapple checks instead of the normal –20 penalty (see Improved Grab, page 310 of the Monster Manual, for details). Grell patriarchs have a +10 racial bonus on grapple checks. (Paralyzed foes automatically lose grapple checks.)
Improved Grab (Ex): To use this ability, a grell must hit an opponent of its size or smaller with a tentacle attack. It can then attempt to start a grapple as a free action without provoking attacks of opportunity. If it wins the grapple check, it establishes a hold and can constrict.
Paralysis (Ex): Any creature hit by a grell patriarch’s tentacle must make a DC 16 Fortitude save or be paralyzed for 2d4 rounds. Each additional tentacle that hits the same creature that round increases the save DC by 1.
Sightless (Ex): A grell patriarch is immune to gaze attacks, visual effects, illusions, and other attack forms that rely on sight.
Wizard Spells Prepared (caster level 7th): 0—detect magic, mage hand, ray of frost (+13 ranged touch), read magic; 1st—charm person (DC 15), grease (DC 15), mage armor*, obscuring mist, ray of enfeeblement (+13 ranged touch); 2nd—invisibility, protection from arrows, touch of idiocy (+15 melee touch), web (DC 16); 3rd—dispel magic, protection from energy, slow (DC 17); 4th—greater invisibility, summon monster IV. *Already cast. Spellbook: as above plus: 0 —acid splash, daze, fl are, resistance; 1st—color spray, detect secret doors, magic missile, protection from good; 2nd—blur, daze monster, scorching ray, summon monster II; 3rd—blink, hold person, lightning bolt, nondetection, summon monster III; 4th—confusion, polymorph, solid fog.
Possessions: Brooch of shielding, ring of protection +2, greater lightning lance.