Free interactive D&D 5e SRD stat block

Grick

Medium Aberration, CR 2, AC 14, 54 HP. Unaligned.

Medium Aberration, Unaligned

AC
14
Initiative
+2 (12)
HP
54 (12d8)
Speed
30 ft., Climb 30 ft.
ScoreModSave
STR 14 +2 +2
DEX 14 +2 +2
CON 11 +0 +0
INT 3 -4 -4
WIS 14 +2 +2
CHA 5 -3 -3
Skills
Stealth +4
Senses
Darkvision 60 ft.; Passive Perception 12
Languages
None
CR
2 (XP 450; PB +2)

Actions

Multiattack. The grick makes one Beak attack and one Tentacles attack.

Beak. Melee Attack Roll: +4, reach 5 ft. Hit: 9 (2d6+2) Piercing damage.

Tentacles. Melee Attack Roll: +4, reach 5 ft. Hit: 7 (1d10+2) Slashing damage. If the target is a Medium or smaller creature, it has the Grappled condition (escape DC 12) from all four tentacles.

How to run Grick

A grick is a ceiling ambush in any tunnel narrow enough that the party can't easily look up. CR 2, 54 HP, AC 14, 30 ft. climb, Stealth +4, passive 12, darkvision 60 ft. Its purpose at the table is to punish parties that march in formation through a corridor and don't think about what's twenty feet above them. Pick the room before you pick the turns: a vertical shaft, a cavern with stalactites, a sewer where the ceiling is just out of torchlight.

Open from above. The grick clings to the roof with Climb 30 ft. and drops on the rear-marcher, which is usually the wizard. Multiattack gives one Beak (+4 to hit, 9 piercing) and one Tentacles (+4 to hit, 7 slashing plus a Grapple from all four tentacles, escape DC 12). The grapple is the encounter. A medium or smaller PC pulled flat in a tunnel separates the party and forces the front line to turn around in five-foot increments while the grick chews. Apply that to the lowest-Athletics, lowest-Acrobatics member, and the rest of the round writes itself.

Damage is mediocre and AC 14 with 54 HP is paper against a serious party, so the grick wins on terrain or it doesn't win at all. Use the climb speed to retreat to the ceiling between turns, force ranged attackers to fire at upward angles into shadow, and disengage into the next chamber if the front line catches up. Gricks fight until killed because they're hungry and not bright (Int 3). A single grick is a cautionary tale; two in the same shaft, one above and one ahead, justifies the CR.

Describe the wet, rasping clatter of beak on rock before you call for the Stealth check. The party should hear the grick miss its first attack on something the night before.

Stat block from the System Reference Document 5.2.1 © Wizards of the Coast LLC, used under the Creative Commons Attribution 4.0 license.

How to use this page

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