Grell

==Summary==
Grell are creatures that resemble floating brains with tentacles and a large beak protruding from the front. They are most famous for their voracious feeding habits- they bear little else in terms of dastardly plans outside of planning their next meal, going so far as to classify all things in life as "edible", "inedible", or "Great Eater" (those few things that might feed on a grell). While generally solitary, a rare few grell form great colonies led by philosophers, grell wizards that study the aberrant sciences of their native realm. The grell are non-hostile to other grell, and generally consider the choice of joining a colony as a matter of opinion.
All grell supposedly follow a being known as the "Imperator", a grell of astounding power that will call on his underlings to take to a singular goal or purpose- such as the destruction of a world. Otherwise, their societies are oddly civilized for aberrations, with any major decision making occurring via an open forum debate between all members of their colonies. Typically, the strongest or most educated hold the most sway in such meetings. 
==Powers and Stats==
Tier: At least , likely | , possibly higher via Grell Alchemy | , possibly higher via Grell Alchemy
Key: Grell | Grell Philosopher | Grell Patriarch
Name: Grell, The Eaters
Origin: Dungeons and Dragons
Gender: Varies; Grell choose their genders and only remain said gender if they are males- females revert to a genderless state after mating
Age: Varies, generally up to 200, a rare few have reached 230 years of age
Classification: Aberrations 
Powers and Abilities: 
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|-|Base=
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)
|-|Philosopher=
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)
|-|Patriarch=
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), Acid Manipulation (Can conjure globs of acid to fire at enemies), Statistics Amplification (Through Resistance, can buff their own resistances by several layers), Energy Projection and Homing Attack (Magic Missile automatically hits a target and ignores things like forcefields, armor, or cover), Afterimage Creation (Blur creates afterimages of a creature, making them more difficult to hit), Fire Manipulation (Scorching Ray fires several beams of flame at enemies), Teleportation (Blink causes the caster to teleport around a local area at random every few seconds), Madness Manipulation (Type 2, Confusion causes an enemy to go insane and perform senseless tasks, potentially harming themselves or allies), Transmutation (Polymorph allows them to transform themselves or others into other creatures- this can potentially mean a dragon could be reduced to a harmless mouse, or the grell could become a dragon themselves), Technological Manipulation (Patriarchs can extend their tentacles to take control of vehicles and presumably other pieces of technology), Dimensional Travel (The Grell vessels they control were the ones that allowed them to travel to other planes of existence)
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Attack Potency: At least Wall level, likely Small Building level (Standard Grell are comparable to the Rothé) | Small Building level+ (Philosophers compare to magi capable of casting Conjure Barrage), possibly higher via Grell Alchemy (Grell Alchemy allows the philosopher to invoke the laws and potentially even the presence of the Far Realm in the Material; the Far Realm bears many creatures capable of destroying the Material and the entire multiverse) | Building level (Far superior to Philosophers, comparable to casters of Cone of Cold), possibly higher via Grell Alchemy
Speed: Subsonic (Capable of doding point-blank arrows) | Hypersonic+ with High Hypersonic+ reactions (Capable of dodging short-ranged lightning) | At least Hypersonic+ with High Hypersonic+ reactions
Lifting Strength: Class 1 (Basic Grell can push up to 580+ kg) | Class 1 (Superior to the rank-and-file grell, capable of pushing nearly 800 kg) | Class 5 (Patriarchs can push nearly 3 metric tons) 
Striking Strength: At least Wall level, likely Small Building level | Small Building level+ | Building level
Durability: At least Wall level, likely Small Building level | Small Building level+ | Building level
Stamina: Superhuman (Can endure loss of limbs (tentacles) with very little effect on themselves and can engage in extended bouts of combat)
Range: Several Meters, their physical reach is roughly 2.4 meters | Several Meters, up to Hundreds of Meters with spells, Outerversal with Grell Alchemy | Several Meters, up to Hundreds of Meters with spells, Outerversal with Grell Alchemy
Standard Equipment: Lightning lances | Lightning lances, rings of protection, broaches of shielding, grell crystals, silverspears 
Intelligence: Average | Genius, Grell Philosophers are highly adept magic users capable of manipulating the fundamental laws of this reality | Genius, Grell Patriarch are on par with the brightest minds of humanity barring those given unnatural intelligence, magically or otherwise
Weaknesses: None notable
==Notable Matchups==
Victories:
Losses:
Inconclusive:
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