Grell Juvenile (CR 2)
Initiative: +2(Dex); Senses: blindsight 60 ft. and Listen +2
AC: 15 (+1 size, +2 Dex, +2 natural), touch 13, flat-footed 13
Hit Dice: 2d8 (9 hp)
Fort +0, Ref +2, Will +3
Speed: 5 ft. and Fly 30 ft. (perfect)
Base Attack +1; Grapple +6
Attack: Melee: 1-10 tentacles+4 (1d3-1 plus paralyzation)
Special Attacks/Actions: constrict, paralysis
Attack Options: Weapon Finesse, improved grab
Abilities: Str 8, Dex 15, Con 10, Int 8, Wis 11, Cha 9
Special Abilities: constrict, improved grab, paralysis
Special Qualities: flight, immunity to electricity, immunity to paralyzation, sightless
Feats: Weapon Finesse
Skills: Hide +14, Listen +2, and Move Silently +4
Advancement: 2-4 HD (Small)
Climate/Terrain: Any underground, forest or swamp
Treasure/Possessions: Solitary or pack(3-7)
Lords of Madness
Constrict (Ex): On a successful grapple check, a juvenile grell deals 1d4-1 points of damage.
Improved Grab (Ex): To use this ability, a grell must hit an opponent of its size or smaller with a tentacle attack. It can then attempt to start a grapple as a free action without provoking attacks of opportunity. If it wins the grapple check, it establishes a hold and can constrict.
Paralysis (Ex): Any creature hit by a juvenile grell's tentacle must make a DC 7 Fortitude save or be paralyzed for 1d4+1 rounds. Each additional tentacle that hits the same creature that round increases the save DC by 1.
Sightless (Ex): A juvenile grell is immune to gaze attacks, visual effects, illusions, and other attack forms that rely on sight.