Grell Hatchling (CR 1/3)
Tiny Aberration
Alignment: Neutral
Initiative: +2(Dex); Senses: blindsight 60 ft. and Listen +2
Languages: none
AC: 15 (+2 size, +2 Dex, +1 natural), touch 14, flat-footed 13
Hit Dice: 1d8-1 (3 hp)
Fort -1, Ref +2, Will +2
Speed: 5 ft. and Fly 120 ft. (perfect)
Space:
Base Attack +0; Grapple -12
Attack: Melee: tentacle +4 (1 plus paralyzation)
Special Attacks/Actions:
Attack Options: Weapon Finesse
Abilities: Str 2, Dex 15, Con 8, Int 2, Wis 11, Cha 7
Special Abilities: paralysis
Special Qualities: flight, immunity to electricity, immunity to paralyzation, sightless
Feats: Weapon Finesse
Skills: Hide +14, Listen +2, and Move Silently +4
Advancement: 1 HD (Tiny)
Climate/Terrain: Any underground, forest or swamp
Organization: Solitary or pack(3-7)
Treasure/Possessions: -
Source:
Lords of Madness
Paralysis (Ex): Any creature hit by a grell hatchling's tentacle must make a DC 5 Fortitude save or be paralyzed for 1d4 rounds.
Sightless (Ex): A grell hatchling is immune to gaze attacks, visual effects, illusions, and other attack forms that rely on sight.