Grell Patriarch (Grell wizard 7) (CR 10)

Large Aberration
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)
Damage:
Special Attacks: 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)

Source: Lords of Madness

This creature has a large, bulbous body composed of wrinkled, light gray flesh that seems to float in the air of its own volition. Ten long, spiny tentacles hang from the bottom of its body, twisting in the air like ropes. It has a sharp beak in the front of its body but no other visible facial features.

A grell prefers to wait in ambush for potential prey. When a suitable target passes, the monster attempts to paralyze it with its tentacles, then escape to its lair with its helpless prey. Grell are cunning enough to avoid direct confrontations with large groups, since they are aware of the dangers that foes capable of teamwork can present.

A grell occasionally shadows a group that is too large to attack directly, following along inconspicuously and using its Hide skill to stay out of sight. When a member of the target group lags behind, or the group is distracted by some other hazard, the grell attacks a straggler and tries to drag its meal away unnoticed. Grell also sometimes lurk near dangerous areas, such as pit traps, quicksand, or the lairs of other monsters, hoping to prey upon trapped, helpless, or wounded creatures.

A grell patriarch is an especially large, old, and powerful grell.

Combat

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.