Death In The Night

  • May 2020
  • PDF

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Death in the Night Grell- Level 7 Solo Soldier Medium aberrant magical beast (blind) Initiative +9 Senses Perception +9; blindsight 12 HP 284; Bloodied 142 AC 24 (26 while the grell has enemies grabbed); Fortitude 21, Reflex 20, Will 19 Immune gaze Saving Throws +5 Speed 1 (clumsy), fly 6 (hover) Action Points 2 M Tentacle Rake (standard; at-will) ✦ Poison Reach 2; +12 vs. AC; 3d8 + 4 damage, and the target is slowed and takes a –2 penalty to attack rolls (save ends both). M Tentacle Grab (standard; at-will) Reach 2; +12 vs. Fortitude; 2d8 + 4 damage, and the target is grabbed. Death in the Night can grab up to two targets at a time. M Venomous Bite (minor 1/round; at-will) ✦ Poison Grabbed target only; +12 vs. AC; 1d8 + 4 damage, and the target is stunned (save ends). M Flailing Attack (standard; at-will) The grell can make two rake attacks, a rake and a grab, or a grab and a bite as a standard action. C Ultrablast (standard; recharge ⚄ ⚅)✦ Psychic Close Blast 10; +8 vs. Will; Target is knocked prone and unconscious and takes ongoing 5 psychic damage (save ends both) Alignment Evil Languages Deep Speech Skills Stealth +17 Str 12 (+4) Dex 19 (+7) Wis 12 (+4) Con 14 (+5) Int 10 (+3) Cha 9 (+2) Death in the Night Tactics As a skilled ambusher, Death in the Night will hover above an arch or in a well and wait for prey. When potential prey draws near, Death in the Night will move from the shadows and strike out with her tentacles. Against small groups or individuals, she will begin with tentacle grab, followed by venomous bite against the grabbed prey. When fighting larger groups, Death in the Night will try to knock as many opponents out with her Ultrablast as possible and then will wear down foes with tentacle rakes before grabbing a target.

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