Encounters: The Upperdark Wilds (Underground, Frontier)
Grick (CR 3)
Alignment: Usually neutral
Initiative: +2 (Dex); Senses: darkvision 60 ft., scent, Listen +6, and Spot +6
AC: 16 (+2 Dex, +4 natural), touch 12, flat-footed 14
Hit Dice: 2d8 (9 hp); DR: DR 10/magic
Fort +0, Ref +2, Will +5
Speed: 30 ft., climb 20 ft.
Space: 5 ft./5 ft.
Base Attack +1; Grapple +3
Attack: Tentacle +3 melee
Full Attack: 4 tentacle rakes +3 melee, bite -2 melee
Damage: Tentacle rake 1d4+2, bite 1d3+1
Special Attacks: -
Abilities: Str 14, Dex 14, Con 11, Int 3, Wis 14, Cha 5
Special Qualities: -
Feats: Alertness; Track
Skills: Climb +10, Hide +3*, Listen +6, and Spot +6
Advancement: 3-4 HD (Medium-size); 5-6 HD (Large)
Organization: Solitary or cluster (2-4)
Treasure: 1/10 coins, 50% goods, 50% items
Source: Monster Manual
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, the grick normally drags its victim back to its lair to be eaten at its leisure.
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: Their coloration affords gricks a +8 racial bonus to Hide checks when in natural rocky areas.