Sources
CR
Type
Size
Alignment
Movement

Grell Psychic

Medium Aberration, Chaotic Evil

Armor Class 12, 15 with mage armor
Hit Points 66 (12d8 + 12)
Speed 10 ft., fly 30 ft. (hover)
STR
17
+3
DEX
14
+2
CON
13
+1
INT
12
+1
WIS
11
+0
CHA
14
+2
Skills Perception +4, Stealth +6
Damage Immunities lightning
Condition Immunities Blinded, Prone
Senses blindsight 60 ft. (blind beyond this radius), passive Perception 14
Languages Deep Speech, Grell
Challenge 4 (1,100 XP)

Spellcasting

Spellcasting (Psionics). The grell psychic casts one of the following spells, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 12):

At will: detect thoughts, mage armor, mage hand (the hand is invisible)

1/day each: confusion, fear

Actions

Multiattack. The grell psychic makes one Tentacle attack and one Beak attack.

Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit:10 (3d4 + 3) piercing damage.

Tentacle. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit:8 (1d10 + 3) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or have the poisoned condition for 1 minute. While the target is poisoned, it also has the paralyzed condition. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The target also has the grappled condition (escape DC 16). While grappling the target, the grell can't make Tentacle attacks against other targets. When the grell moves, any Medium or smaller target it is grappling moves with it.