Grick

Medium Aberration
Hit Dice: 2d8 (9 hp)
Initiative: +2
Speed: 30 ft. (6 squares), climb 20 ft.
Armor Class: 16 (+2 Dex, +4 natural), touch 12, flat-footed 14
Base Attack/Grapple: +1/+3
Attack: Tentacle +3 melee (1d4+2)
Full Attack: 4 tentacles +3 melee (1d4+2); bite –⁠2 melee (1d3+1)
Space/Reach: 5 ft./5 ft.
Special Attacks:
Special Qualities: Damage reduction 10/magic, darkvision 60 ft., scent
Saves: Fort +0, Ref +2, Will +5
Abilities: Str 14, Dex 14, Con 11, Int 3, Wis 14, Cha 5
Skills: Climb +10, Hide +3, Listen +6, Spot +6; racial bonuses
Feats: Alertness, Track [bonus]
Environment: 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); 5–6 HD (Large)
Level Adjustment:

This wormlike monster has a body as long as a man is tall, with four tentacles a little longer than human forearms. The tentacles, located on its head along either side of its jaws, are segmented, as is the body itself.

Gricks are stealthy underground predators that infest dungeons, caves, and other shadowed places under the earth, waiting patiently for prey to come within reach.

An adult grick is about 8 feet long from the tips of its tentacles to the end of its body and weighs some 200 pounds. Its body coloration is uniformly dark, with a pale underbelly.

Gricks lair in any sheltered space that can accommodate their bodies, including holes, burrows, ledges, and crevices. They do not collect treasure, but their lairs are likely to contain the uneaten possessions of their victims. When prey is scarce, gricks venture aboveground and hunt in the wilderness, using tactics similar to those they employ underground. These creatures are not comfortable under the open sky, however, and return to the subterranean world as quickly as possible.

Combat

Gricks attack when hungry or threatened. 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, a grick normally drags its victim back to its lair to be eaten at its leisure.

A grick’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

Multiple gricks do not fight in concert. Each attacks the prey closest to it, and breaks off the fight as soon as it can drag dead or unconscious prey away.

Skills: A grick has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.

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

Source: Monster Manual (version 3.5), page 139.