Grick
This pallid, slimy, worm-like creature is the size of a human, its mouth a sickening tangle of tentacles and hooked jaws.
The worm-like grick is a terror of the caverns and tunnels in which it dwells, lying in wait near heavily traveled underground passages or subterranean cities for the chance to reach forth from the darkness and take its prey. Those laid low by a grick are rarely consumed on the spot. Instead, fresh food is hauled back to the grick’s lair in a tight burrow or high on a cavern ledge, where it is consumed in small bites at the grick’s leisure.
The origins of the grick are not known. Even though the grick has a rudimentary intelligence, it does not have any society to speak of, and most are encountered alone. On those occasions when unfortunate travelers meet multiple specimens, groups of gricks do not appear to communicate or work together; each instead attacks individual targets and retreats with its prize as soon as it manages to bring down an opponent.
Capable predators, gricks also have a strangely weapon-resistant hide that makes them especially dangerous. Many novice adventurers have fallen to grick attacks merely because they were unable to damage the creature with their nonmagical weapons. Those that are familiar with gricks (especially dwarves, morlocks, and troglodytes) know the best strategy for dealing with them is to fall back and wait for more powerful or magical reinforcements.
Gricks rely on their dark coloration and ability to climb walls to keep them out of sight until they’re ready to spring an ambush. On occasions when food is scarce in a given region, gricks have been known to travel to the surface and roam the wilderness in search of prey, but these sojourns are almost always out of necessity, and end as soon as the gricks find entrances to new subterranean lairs. They prefer darkness and the comfort of a ceiling overhead, avoiding the open sky and going to great lengths to keep the cover of trees, low clouds, or buildings between them and the empty gulf overhead.
Grick
This pallid, slimy, worm-like creature is the size of a human, its mouth a sickening tangle of tentacles and hooked jaws.
Medium monstrosity, neutral
Armor Class 14 (natural armor)
Hit Points 27 (6d8)
Speed 30 ft., climb 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 14 (+2) | 11 (+0) | 3 (-4) | 14 (+2) | 5 (-3) |
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Senses darkvision 60 ft., passive Perception 12
Languages –
Challenge 2 (450 XP)
Special Traits
- Stone Camouflage: The grick has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.
Actions
- Multiattack: The grick makes one attack with its tentacles. If that attack hits, the grick can make one beak attack against the same target.
- Tentacles: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage.
- Beak: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Grick CR 3
XP 800
N Medium aberration
Init +2; Senses darkvision 60 ft., scent; Perception +12
DEFENSE
AC 15, touch 12, flat-footed 13 (+2 Dex, +3 natural)
hp 27 (5d8+5)
Fort +2, Ref +3, Will +6
DR 10/magic
OFFENSE
Speed 30 ft., climb 20 ft.
Melee bite +4 (1d4+1), 4 tentacles –1 (1d4)
STATISTICS
Str 12, Dex 14, Con 13, Int 3, Wis 14, Cha 5
Base Atk +3; CMB +4; CMD 16 (can’t be tripped)
Feats Combat Reflexes, Skill Focus (Perception), Stand Still
Skills Climb +9, Perception +12, Stealth +6 (+14 in rocky terrain); Racial Modifiers +8 Stealth in rocky terrain
Languages Aklo (cannot speak)
ECOLOGY
Environment any underground
Organization solitary or cluster (2–5)
Treasure incidental
Section 15: Copyright Notice
Pathfinder Roleplaying Game Bestiary 2, © 2010, Paizo Publishing, LLC; Authors Wolfgang Baur, Jason Bulmahn, Adam Daigle, Graeme Davis, Crystal Frasier, Joshua J. Frost, Tim Hitchcock, Brandon Hodge, James Jacobs, Steve Kenson, Hal MacLean, Martin Mason, Rob McCreary, Erik Mona, Jason Nelson, Patrick Renie, Sean K Reynolds, F. Wesley Schneider, Owen K.C. Stephens, James L. Sutter, Russ Taylor, and Greg A. Vaughan, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.