Body: 40
Mind: 20
Spirit: 30
Hit Points (HP): 65 + 20 = (85)
Pleasure to Orgasm (PP): 55
Spirit Energy (EP): 60
Speed: 10
Dodge: 45
Armor: 8
Resistance: 20
Perception: 20
Stealth: 12
Grapple: 64
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Monster Name: Greater Grell
Monster Type: Alien
Monster Class: N/A
Differences from Base Creature: +20 body, +20 spirit, +10 mind, +8 armor, +35 dodge, +32 grapple, +6 stealth, +10 resistance, -2 perception, -4 speed.
Tier 3 creature
Talents:
Blind sight (100 feet)
Resistant soul x3(takes 12 EP dmg less when drained)
Healthy(+20 HP)
Grapple Expert x2(+24 grapple)
Unarmed fighter(+10 dodge when unarmed)
Heavy Hitter(+8 melee dmg)
Pain resistant(+4 AV)
Flaws:
Obvious(-8 to stealth)
Blind (has no eyes)
Sluggish(-8 speed)
Easy to hit(-10 dodge)
Mutations:
Alien
Tentacles
Egg Layer
Fangs - Fearsome Maw : Venomous Attack (paralyzing poison)
Natural attack
Odd Skin: armored hide x2 (-2 speed, +4 armor)
Soul eater
Supernatural
Corruptive
Skills:
Bind: can be used only on whatever it is currently grappling and gives grappled creature/person the bound status effect, no extra bonus to hit or anything special, just a base grapple vs grapple roll. The bound creature loses the bound status as soon as whatever using this skill releases them from the grapple.
Attack and damage:
(1d20 + 40 attack) 2d12 + 28 damage
Description:
Greater Grell are virtually the same as their smaller plain Grell cousins except they are quite a bit larger and stronger, as they are about ten feet tall instead of eight feet tall. Other than that their differences from the other two kinds of grell are that they have a thicker armored hide than the Grell Philosophers, they are fairly pain resistant which allows them to fight longer and harder, they have a stronger set of tentacles which they use to attack with, as well as another set that are specifically designed to grab and hold their prey. Their only real drawbacks are that they are quite sluggish and slow, and they aren't very stealthy.
Notes:
Giving the Greater Grell both the Unarmed Fighter talent and the Easy to Hit flaw was the only way that I could justify giving it a greater damage threshold, as Unarmed Fighter makes the Natural Attack mutation give body/2 instead of body/3 for damage.