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Gryllus, Leering

Family: Gryllus

Medium fiend, neutral evil

Armor Class 14 (natural armor)
Hit Points 52 (8d8 + 16)
Speed 25 ft.

14 (+2) 10 (+0) 15 (+2) 13 (+1) 12 (+1) 17 (+3)

Damage Resistances thunder; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities exhaustion
Senses darkvision 60 ft., passive Perception 11
Languages Abyssal, Common, telepathy 120 ft.
Challenge 3 (700 XP)


  • Brass Head. A gryllus requires its brass head as a focus for its innate spells. If this brass head is removed or destroyed, the gryllus cannot use its innate spellcasting until it acquires a new one and mounts it on its back. A gryllus generally keeps its brass head strapped to its back so tightly that any ability check to remove it is made with disadvantage.
  • Innate Spellcasting. The gryllus’s spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). The gryllus can innately cast the following spells, requiring its brass head as the only material component.
    • At will: detect magic, command
    • 3/day: guiding bolt
    • 1/day: healing word (3rd level)


  • Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage and the target must succeed on a DC 12 Constitution saving throw or contract skinshine (page 124).
  • Bark. Ranged Spell Attack: +5 to hit, range 50 ft., one target. Hit: 17 (5d6) thunder damage and each creature within 5 feet of the target (including the target) must succeed on a DC 13 Strength saving throw or be knocked prone.


The most common of grylluses, leering grylluses seek position and power just as vigorously as the rest of their kin, but also prioritize hedonistic pleasures along the way. They have a voracious appetite for rare wines, fine food, and powerful drugs, which they consume almost as quickly as they can get them. The leering eyes and slobbering mouth of this deformed creature twitch unpleasantly. It wears robes of exotic materials and bears a highly polished brass head atop its back.

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