Grell

Dungeons & Dragons · Tabletop · Aberrations

Grell

Tier
9-B, up to 9-A
Attack Potency
Wall Level, up to Small Building Level
Speed
Subsonic
Durability
Wall Level, up to Small Building Level

Grell Philosopher

Tier
9-A
Attack Potency
Small Building Level+
Speed
Hypersonic+, up to High Hypersonic+
Durability
Small Building Level+

Grell Patriarch

Tier
8-C
Attack Potency
Building Level
Speed
Hypersonic+, up to High Hypersonic+
Durability
Building Level

Powers and abilities

  • Superhuman Physical Characteristics
  • Flight (They levitate gently across the ground)
  • Paralysis Inducement (Their stingers on their tentacles can cause paralysis)
  • Telepathy (They maintain limited telepathy with others of their species)
  • Stealth Mastery (Grell are adept at using their flight to plan ambushes effectively)
  • Natural Weaponry
  • Additional Limbs
  • Weapon Mastery (Grell are skilled in the use of various polearms invented by their race)
  • Electricity Manipulation (Grell Philosophers often equip their soldiers with Lightning Lances, which deals immense damage via electrical pulse)
  • Regeneration (Low-Mid, Grell are capable of regenerating their lost tentacles)
  • Poison Manipulation (Their paralyzing abilities are the result of some bizarre poison stored within them)
  • Enhanced Senses (Grell can detect electricity, either from animate or inanimate objects, in their vicinity; their hearing is sophisticated enough to hear enemies around them effectively)
  • Preparation (Grell often create ambushes near other sources of danger, such as pit falls and the territories of other, stronger monsters)
  • Longevity (The oldest grells are over 200 years old)
  • Body Control (Grell can retract the barbs on their tentacles to safely interact with objects, and grell can alter their genders on a whim)
  • Extreme Resistance to Electricity Manipulation (They are totally immune to electricity sources in-universe)
  • All previous abilities plus Magic
  • Reality Warping
  • Non-Physical Interaction (Capable of affecting intangible, incorporeal, abstract, nonexistent, and conceptual beings)
  • Summoning (They are capable of magically summoning other monsters to do their bidding)
  • Invisibility (Can cast the spell of the same name)
  • Statistics Reduction (Capable of casting Ray of Enfeeblement, which reduces the strength of a hostile creature)
  • Smoke Manipulation (Can generate a cloud of mist to obscure the vision of enemies)
  • Forcefield Creation (Mage armor covers their entire person to protect them from attacks)
  • Empathic Manipulation (Charms cause other creatures to perceive the grell in the best way possible)
  • Sleep Manipulation (Touch of fatigue causes a target to grow weary)
  • Telekinesis (Mage hand creates a spectral, floating hand to manipulate things in the environment with)
  • Extrasensory Perception (Capable of detecting magic)
  • Perception Manipulation (Can daze enemies)
  • Earth Manipulation (Capable of creating Grell Crystals, which are fast-to-harden crystals useful for construction)
  • Law Manipulation (Philosophers bear the capabilities of using Grell Alchemy, which can be used for many conceivable uses, and ultimately requires merging the laws of the Far Realm with this reality; the Far Realm is the home of many of the most dangerous creatures of D&D)
  • All previous abilities plus Large Size (Type 0)
  • Ice Manipulation (Can fire rays of frost at their foes, slowing them down in the process)
  • Light Manipulation (Can emit sprays of bright colors to blind and incapacitate enmies briefly)
  • Creation (Can conjure pools of grease to knock enemies prone or to prepare a fire trap)
  • Mind Manipulation (Can touch a creature and reduce them to idiocy, literally bringing them to animal level intelligence)
  • Thread Manipulation (Capable of magically generating webs to restrain enemies)
  • Power Nullification (Dispel Magic disrupts magical processes, erasing their effects for a time)
  • Absorption (Protection from Energy absorbs a type of energy affecting the grell, negating the damage)
  • Time Manipulation (Can slow down a creature in time)

Weaknesses

None notable

Ranked tied for #90 of 704 in Dungeons & Dragons by strength.

More from Dungeons & Dragons

Close fights from other series

Compare Grell with another character · Grell on the VS Battles Wiki