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Illustration by Noble Hardesty |
Grell-Ba-Tross:
Init +2; Atk Tentacle +2 melee (1d2 plus venom) or beak +0 melee (1d8) or
screech; AC 14; HD 3d8; MV fly 30’; Act 7d20; SP Blindsense 120’, venom (1d3 temporary
Agility damage, Fort DC 5 negates), screech (30’ radius, DC 8 Will or lose next
action), tentacle vulnerability, afraid of cats; SV Fort +3, Ref +2, Will +3;
AL C.
These smaller cousins of the grell
lurk under wharves and in seaside sewers, scavenging fish guts and rats to
sustain themselves unless some unlucky sailor, vagrant, or sewer-jack should
encounter them. Ship’s cats and the strays which are found around the same
places are singularly immune to the grell-ba-tross’s hunger; indeed, although
the monster makes nocturnal forays along the docks and in the shallows, it is
never seen in the presence of a cat. Some old sea dogs claim that the sudden
appearance of a cat has saved them from a grisly fate. According to these ancient
mariners, grell-ba-tross will even be so bold as to come aboard harbored ships
on moonless nights, but flee from the sight of even a peg-legged cat, even
though an easy meal was otherwise in their slimy grasp.
The grell-ba-tross looks much like its cousin, the grell,
but it is only three feet in diameter, with a large beak resembling that of an
albatross, and only six tentacles long and strong enough to attack. Its
tentacles exude a mild paralytic venom that causes 1d3 points of temporary
Agility damage unless a DC 5 Fort save succeeds. This damage heals at the rate
of 1 point per minute, starting 1 turn after it first affects a victim. Each
tentacle has 3 hp; these do not count against the creature’s normal hit points,
and a severed tentacle regenerates in 1d3 days. Blunt weapons cannot be used to
sever tentacles.
A grell-ba-tross which forgoes a beak attack can also shriek
– a powerful sonic and psionic attack which forces all creatures within a 30’
radius to make a DC 12 Fort save or lose their next action. Creatures with
multiple action dice lose only their largest action die, and may still act
using any additional action dice.
The venom sacs in a grell-ba-tross’s tentacles can yield 1d3
usable doses of venom with a successful Handle Poison check, and each of the
six large tentacles (severed or not) can be milked of this numbing agent. This
thin venom can be used as a contact poison, but if there is a way to further
distill or strengthen it, it has yet to be discovered.
The true value in grell-ba-tross is in the meat of its
tentacles, which is variable in flavor and can sometimes yield a high price
from epicures and wealthy trenchermen. Untested grell-ba-tross tentacles can be
sold for 1d6 sp each, but the potential value is higher if the seller samples a
portion themselves. Even then, a buyer will wish to ascertain the flavor of a
given tentacle before purchase.
1 in 20 grell-ba-tross have poisonous tentacles (1d6 damage
plus DC 16 Fort or additional 2d8 damage and an additional DC 16 Fort or death).
For non-poisonous tentacles, roll 1d6 and consult below:
1. You are what you eat, and this grell-ba-tross had a
steady diet of garbage. Worthless.
2. Rather rubbery and gamey, but there is a lot of meat
here. Worth 2d4 cp per tentacle.
3. What flavor is it? It’s bloody albatross flavored! Worth
3d10 cp per tentacle.
4. Tastes a bit like chicken. Worth 1d6 sp per tentacle.
5. Fine grainy texture and the taste of well-aged marinated
beef. Worth 1d6 gp per tentacle.
6. Ambrosia steeped in nectar! These magnificent tentacles
are worth 3d20 gp each!
Note that all of any specific grell-ba-tross’s tentacles
have the same flavor. And, yes, grilling up poisonous grell-ba-tross tentacles
to feed to regents, enemies, and overbearing supervisors has been known to
occur!