Grell: Difference between revisions

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=3.X Edition Lore=
=3.X Edition Lore=
Grells are dangerous predators that are mainly found and caves and the [[Underdark]].  They look like floating brains with spiky jellyfish tentacles and bird beaks.  They are immune to electric attacks and can paralyze prey with their tentacles.  Because they don't have eyes they perceive the environment with their sharp hearing and a shark-like electroreception sense.  Their electroreception sense allows them to communicate with each other completely silently through electrical impulses.  Grell are born genderless, but can choose to permanently turn male.  Grell that are still genderless will temporarily turn female if they mate with a male.  Although they are very intelligent and are capable of using magic, and even creating magic items, they are completely obsessed with eating.  Non-grell lifeforms are only prey, or inedibles, or predators to them.  Their favorite foods are humanoids.  Unlike many other aberrations, they are not interested in conquering the world or ruling over other intelligent creatures.  They only want to spread themselves across as many lands and worlds as possible and feast on delicious food.  They usually don't communicate with other species and rarely trade or form alliances with other creatures.  And because they prefer to hunt their food and aren't interested in slaves they usually don't take other creatures as prisoners.  Most grell adventurers encounter are feral grell who choose to live like animals, either solitary or in small packs.  But grells also form colonies which do have a more advanced civilization.  Grell philosophers in these colonies study wizard magic.  They are recognizable by all the magic bling they wear.  Using a combination of magic and obscure scientific knowledge based on the physics of their homeworld, they are able to create strange magic items, such as lances that shoot lightning that are difficult for non-grell to use.  This art is known as grell alchemy.  Casters that know grell alchemy get a bonus to spell penetration checks and their spells become harder to identify and dispel.  Grells are generally not religious as the idea of worship is alien to them and they don't believe in an afterlife, although some colonies offer sacrifices to evil gods out of admiration for being the greatest predators.  Grell clerics are possible but very rare and mainly see their chosen god as a source of power they have made a deal with.
Grells are dangerous predators that are mainly found and caves and the [[Underdark]].  They look like floating brains with spiky jellyfish tentacles and bird beaks.  They are immune to electric attacks and can paralyze prey with their tentacles.  Because they don't have eyes they perceive the environment with their sharp hearing and a shark-like electroreception sense.  Their electroreception sense allows them to communicate with each other completely silently through electrical impulses.  Grell are born genderless, but can choose to permanently turn male.  Grell that are still genderless will temporarily turn female if they mate with a male.  Although they are very intelligent and are capable of using magic, and even creating magic items, they are completely obsessed with eating.  Non-grell lifeforms are only prey, or inedibles, or predators to them.  Their favorite foods are humanoids.  Unlike many other aberrations, they are not interested in conquering the world or ruling over other intelligent creatures.  They only want to spread themselves across as many lands and worlds as possible and feast on delicious food.  They usually don't communicate with other species and rarely trade or form alliances with other creatures.  And because they prefer to hunt their food and aren't interested in slaves they usually don't take other creatures as prisoners.  Most grell adventurers encounter are feral grell who choose to live like animals, either solitary or in small packs.  But grells also form colonies which do have a more advanced civilization.  Grell philosophers in these colonies study wizard magic.  They are recognizable by all the magic bling they wear.  Using a combination of magic and obscure scientific knowledge based on the physics of their homeworld, they are able to create strange magic items, such as lances that shoot lightning that are difficult for non-grell to use.  This art is known as grell alchemy.  Casters that know grell alchemy get a bonus to spell penetration checks and their spells become harder to identify and dispel.  The most powerful grell in a colony are called patriarchs.  Grells are generally not religious as the idea of worship is alien to them and they don't believe in an afterlife, although some colonies offer sacrifices to evil gods out of admiration for being the greatest predators.  Grell clerics are possible but very rare and mainly see their chosen god as a source of power they have made a deal with.

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Grells are a monster from Dungeons & Dragons' Fiend Folio - of course. They got an entire chapter dedicated to them in Lords of Madness.

3.X Edition Lore

Grells are dangerous predators that are mainly found and caves and the Underdark. They look like floating brains with spiky jellyfish tentacles and bird beaks. They are immune to electric attacks and can paralyze prey with their tentacles. Because they don't have eyes they perceive the environment with their sharp hearing and a shark-like electroreception sense. Their electroreception sense allows them to communicate with each other completely silently through electrical impulses. Grell are born genderless, but can choose to permanently turn male. Grell that are still genderless will temporarily turn female if they mate with a male. Although they are very intelligent and are capable of using magic, and even creating magic items, they are completely obsessed with eating. Non-grell lifeforms are only prey, or inedibles, or predators to them. Their favorite foods are humanoids. Unlike many other aberrations, they are not interested in conquering the world or ruling over other intelligent creatures. They only want to spread themselves across as many lands and worlds as possible and feast on delicious food. They usually don't communicate with other species and rarely trade or form alliances with other creatures. And because they prefer to hunt their food and aren't interested in slaves they usually don't take other creatures as prisoners. Most grell adventurers encounter are feral grell who choose to live like animals, either solitary or in small packs. But grells also form colonies which do have a more advanced civilization. Grell philosophers in these colonies study wizard magic. They are recognizable by all the magic bling they wear. Using a combination of magic and obscure scientific knowledge based on the physics of their homeworld, they are able to create strange magic items, such as lances that shoot lightning that are difficult for non-grell to use. This art is known as grell alchemy. Casters that know grell alchemy get a bonus to spell penetration checks and their spells become harder to identify and dispel. The most powerful grell in a colony are called patriarchs. Grells are generally not religious as the idea of worship is alien to them and they don't believe in an afterlife, although some colonies offer sacrifices to evil gods out of admiration for being the greatest predators. Grell clerics are possible but very rare and mainly see their chosen god as a source of power they have made a deal with.