Grell Patriarch (Grell wizard 7) (CR 10)
Alignment: Usually neutral evil
Initiative: +6 (+2 Dex, +4 Improved Initiative); Senses: blindsight 60 ft., sightless, Listen +16, and Spot +11
Languages: Grell, Undercommon, Common, Draconic, Elven.
AC: 24 (+2 Dex, -1 size, +2 deflection, +17 natural), touch 13, flat-footed 22
Hit Dice: 12d8+48 plus 7d4+28 (147 hp)
Fort +10, Ref +8, Will +14
Speed: 5 ft., fly 30 ft.(perfect)
Space: 10 ft./10 ft.
Base Attack +12; Grapple +30
Attack: +16 melee (1d6+4 plus paralyzation, tentacle) or +13 ranged touch (5d6 electricity, greater lightning lance)
Full Attack: +16 melee (1d6+4 plus paralyzation, 10 tentacles) and +10 melee (1d8+2, bite), or +13 ranged touch (5d6 electricity, greater lightning lance)
Special Attacks/Actions: constrict, expert grappler, improved grab, paralysis, spells
Abilities: Str 18, Dex 14, Con 18, Int 18, Wis 13, Cha 12
Special Qualities: flight, immunity to electricity, immunity to paralyzation
Feats: Brew Potion, Combat Casting, Combat Reflexes, Flyby Attack, Grell Alchemy, Improved Initiative, Improved Natural Armor, Scribe Scroll, Weapon Focus (tentacle)
Skills: Concentration +16 (+20 casting defensively), Hide +15, Knowledge (arcana) +10, Knowledge (dungeoneering) +10, Knowledge (nature) +10, Listen +16, Move Silently +19, Search +6, Sense Motive +4, Spellcraft +15, Spot +11, and Survival +1 (+3 underground)
Advancement: By character class
Climate/Terrain: Any underground
Organization: Solitary, pair, or pack (3-7); or patrol (3-6 plus philosopher); or colony (20-40 grell plus 3-5 philosophers)
Treasure/Possessions: Standard (plus lightning lance)
Lords of Madness
Constrict (Ex): On a successful grapple check, a grell patriarch deals 1d8+4 points of damage.
Expert Grappler (Ex): A grell that chooses to grapple with one tentacle and remain ungrappled itself takes a –10 penalty on its grapple checks instead of the normal –20 penalty. Grell patriarchs have a +10 racial bonus on grapple checks. (Paralyzed foes automatically lose grapple checks.)
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 grell patriarch's tentacle must make a DC 16 Fortitude save or be paralyzed for 2d4 rounds. Each additional tentacle that hits the same creature that round increases the save DC by 1.
Sightless (Ex): A grell patriarch is immune to gaze attacks, visual effects, illusions, and other attack forms that rely on sight.
Wizard Spells Prepared (caster level 7th): 0 - detect magic, mage hand, ray of frost (+13 ranged touch), read magic; 1st - charm person (DC 15), grease (DC 15), mage armor, obscuring mist, ray of enfeeblement (+13 ranged touch); 2nd - invisibility, protection from arrows, touch of idiocy (+15 melee touch), web (DC 16); 3rd - dispel magic, protection from energy, slow (DC 17); 4th - greater invisibility, summon monster IV.
Spellbook: as above plus: 0 - acid splash, daze, flare, resistance; 1st - color spray, detect secret doors, magic missile, protection from good; 2nd - blur, daze monster, scorching ray, summon monster II; 3rd - blink, hold person, lightning bolt, nondetection, summon monster III; 4th - confusion, polymorph, solid fog.
Possessions: Brooch of shielding, ring of protection +2, greater lightning lance.