3e SRD:Grick

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Grick

Size/Type: Medium Aberration
Hit Dice: 2d8 (9 hp)
Initiative: +2 (Dex)
Speed: 30 ft., climb 20 ft.
AC: 16 (+2 Dex, +4 natural)
Attacks: 4 tentacle rakes +3 melee, bite -2 melee
Damage: Tentacle rake 1d4+2, bite 1d3+1
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks:
Special Qualities: Scent, damage reduction 15/+1
Saves: Fort +0, Ref +2, Will +5
Abilities: Str 14, Dex 14, Con 11, Int 3, Wis 14, Cha 5
Skills: Climb +10, Hide +4*, Listen +7, Spot +7
Feats: Alertness
Climate/Terrain: Underground
Organization: Solitary or cluster (2-4)
Challenge Rating: 3
Treasure: 1/10 coins; 50% goods; 50% items
Alignment: Usually neutral
Advancement: 3-4 HD (Medium-size); 5-6 HD (Large)


Combat

They hunt by holing up near high-traffic areas, using their natural coloration to blend into convenient shadows. When prey (virtually anything that moves) ventures near, they lash out with their tentacles. A grick's rubbery body seems to shed blows of any kind. Its jaws are relatively small and weak compared to its body mass, so rather than consume its kill immediately, the grick normally drags its victim back to its lair to be eaten at its leisure.

Skills: Their coloration affords gricks a +8 racial bonus to Hide checks when in natural rocky areas.



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gollark: But you'd have to run rails that far.
gollark: Me, with the power of "looking at the names of region files".
gollark: I'll check the railcraft configs further, I guess.
gollark: Apparently zinc is meant to be around Y 30.
gollark: Zinc's annoying. I've got this cool electric railway installed, but I can't use it because the RF transformer thing and train require brass and zinc. Which I found none of.
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