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Grick

Medium Monstrosity, neutral

CR 2

450 XP

AC: 14 (natural armor)
HP: 27 (6d8)
Speed: walk 30 ft. , climb 30 ft.
Senses: darkvision 60 ft., passive Perception 12
Languages:
STR
14
+2
DEX
14
+2
CON
11
+0
INT
3
-4
WIS
14
+2
CHA
5
-3

Special Abilities

Stone Camouflage

The grick has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.

Actions

Multiattack

The grick makes one attack with its tentacles. If that attack hits, the grick can make one beak attack against the same target.

Tentacles

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage.

Beak

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Quick Reference

Challenge: CR 2
Type: Monstrosity
Size: Medium
Alignment: neutral
Best for a party of 4 at level 3-4

Running This Encounter

The Grick is a cunning ambush predator that excels in cramped dungeon corridors and underground spaces. Use its climbing ability to position it on walls or ceilings for surprise rounds, and leverage its tentacles to grapple multiple party members simultaneously. The creature's relatively low AC rewards accurate attacks while its moderate HP pool means it can be eliminated quickly by focused damage, making action economy critical. Consider pairing Gricks with terrain obstacles or multiple creatures to prevent the party from simply surrounding and defeating it in one round.

Combat Tactics

Gricks prioritize grappling with their tentacles to immobilize spellcasters or lightly armored party members, using their bite as a follow-up attack. They attempt to drag grappled targets away from the party or into difficult terrain, relying on their climb speed to access advantageous positions. Gricks are opportunistic and will flee if reduced to 10 HP or fewer, making escape routes an important encounter element.

Environment & Setting

Gricks thrive in underground caverns, sewers, and dungeon passages where their climb speed provides tactical advantage through vertical terrain. Encounters work best in areas with multiple levels, ledges, or ceiling features that allow the Grick to attack from unexpected angles.