Shade
Monster Junkie
Here's a Gargantuan, 20-HD darktentacles...
Gargantuan Aberration
Hit Dice: 20d8+140 (230 hp)
Initiative: +1
Speed: 5 ft., swim 20 ft.
Armor Class: 21 (-4 size, +1 Dex, +14 natural), touch 7, flat-footed 20
Base Attack/Grapple: +15/+39
Attack: Slam +23 melee (1d8+12), or weapon +23 melee (damage bonus +12)
Full Attack: 12 slams +23 melee (1d8+12), or weapon +23/+18/+13 melee and 11 light weapons +23 melee, or weapon +23/+18/+13 melee and 11 weapons (at least one of which is not light) +21 melee (damage bonus +12 for primary hand and +6 for each off hand)
Space/Reach: 20 ft./25 ft.
Special Attacks: Constrict 4d6+18, improved grab
Special Qualities: Darkvision 60 ft., enhanced multiweapon fighting, tentacle regeneration, tremorsense, weapon use
Saves: Fort +13, Ref +7, Will +13
Abilities: Str 35, Dex 13, Con 25, Int 14, Wis 12, Cha 12
Skills: Hide +16, Listen +24, Move Silently +24, Spot +24
Feats: Combat Reflexes, Multidexterity, Multiweapon Fighting, Stealthy, 3 more
Environment: Any marsh
Organization: Solitary
Challenge Rating: 12
Treasure: Standard
Alignment: Always chaotic evil
Advancement: x
Level Adjustment: -
A darktentacles can use only three tentacles at once against a Small or Medium opponent. Against a larger foe, it can use three additional tentacles for each extra 5 feet of face the opponent has, provided that it has the reach. Against a Tiny or smaller opponent, the creature can use only one tentacle. It can use a maximum of three tentacles against all foes in any single 5-foot by 5-foot area.
Constrict (Ex): With a successful grapple check, a darktentacles can crush a grabbed opponent, dealing 4d6+18 points of bludgeoning damage.
Improved Grab (Ex): If a darktentacles hits an opponent that is at least one size category smaller than itself with a slam attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity (grapple bonus +30; includes a +16 racial bonus on grapple checks). If it gets a hold, it can also constrict the same round. Thereafter, the darktentacle has the option to conduct the grapple normally, or simply use its tentacle to hold the opponent (-20 penalty on grapple check, but the darktentacles is not considered grappled). In either case, each successful grapple check it makes during successive rounds automatically deals slam and constrict damage.
Enhanced Multiweapon Fighting (Ex): This ability lessens the penalty for off-hand weapon use by 2 for both primary and off hands. Combined with the Multidexterity and Multiweapon Fighting feats, this ability effectively negates all attack penalties for using one or more light off-hand weapons.
Tentacle Regeneration (Ex): An opponent can attack a darktentacles's tentacles as if they were weapons--see Sunder, in Chapter 8 in the Player's Handbook. A darktentacles's tentacles have 20 hit points. If the darktentacles is currely grappling a target with that tentacle, it usually uses another limb to make its attack of opportunity against the sunder attempt. Severing a darktentacles's tentacles deals damage to the creature equal to half the limb's hit points. A darktentacles regrows severed limbs within a day.
Tremorsense (Ex): A darktentacles can automatically sense the location of anything within 60 feet that is in contact with the ground.
Weapon Use (Ex): A darktentacles of Gargantuan size can wield a melee weapon of up to Colossal size in each tentacle. It is proficient with all simple and martial melee weapons.
Skills: A darktentacles receives a +4 racial bonus on Hide checks.
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I removed the spell-like abilities, and thus dropped the Concentration skill ranks that went along with those.
Gargantuan Aberration
Hit Dice: 20d8+140 (230 hp)
Initiative: +1
Speed: 5 ft., swim 20 ft.
Armor Class: 21 (-4 size, +1 Dex, +14 natural), touch 7, flat-footed 20
Base Attack/Grapple: +15/+39
Attack: Slam +23 melee (1d8+12), or weapon +23 melee (damage bonus +12)
Full Attack: 12 slams +23 melee (1d8+12), or weapon +23/+18/+13 melee and 11 light weapons +23 melee, or weapon +23/+18/+13 melee and 11 weapons (at least one of which is not light) +21 melee (damage bonus +12 for primary hand and +6 for each off hand)
Space/Reach: 20 ft./25 ft.
Special Attacks: Constrict 4d6+18, improved grab
Special Qualities: Darkvision 60 ft., enhanced multiweapon fighting, tentacle regeneration, tremorsense, weapon use
Saves: Fort +13, Ref +7, Will +13
Abilities: Str 35, Dex 13, Con 25, Int 14, Wis 12, Cha 12
Skills: Hide +16, Listen +24, Move Silently +24, Spot +24
Feats: Combat Reflexes, Multidexterity, Multiweapon Fighting, Stealthy, 3 more
Environment: Any marsh
Organization: Solitary
Challenge Rating: 12
Treasure: Standard
Alignment: Always chaotic evil
Advancement: x
Level Adjustment: -
A darktentacles can use only three tentacles at once against a Small or Medium opponent. Against a larger foe, it can use three additional tentacles for each extra 5 feet of face the opponent has, provided that it has the reach. Against a Tiny or smaller opponent, the creature can use only one tentacle. It can use a maximum of three tentacles against all foes in any single 5-foot by 5-foot area.
Constrict (Ex): With a successful grapple check, a darktentacles can crush a grabbed opponent, dealing 4d6+18 points of bludgeoning damage.
Improved Grab (Ex): If a darktentacles hits an opponent that is at least one size category smaller than itself with a slam attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity (grapple bonus +30; includes a +16 racial bonus on grapple checks). If it gets a hold, it can also constrict the same round. Thereafter, the darktentacle has the option to conduct the grapple normally, or simply use its tentacle to hold the opponent (-20 penalty on grapple check, but the darktentacles is not considered grappled). In either case, each successful grapple check it makes during successive rounds automatically deals slam and constrict damage.
Enhanced Multiweapon Fighting (Ex): This ability lessens the penalty for off-hand weapon use by 2 for both primary and off hands. Combined with the Multidexterity and Multiweapon Fighting feats, this ability effectively negates all attack penalties for using one or more light off-hand weapons.
Tentacle Regeneration (Ex): An opponent can attack a darktentacles's tentacles as if they were weapons--see Sunder, in Chapter 8 in the Player's Handbook. A darktentacles's tentacles have 20 hit points. If the darktentacles is currely grappling a target with that tentacle, it usually uses another limb to make its attack of opportunity against the sunder attempt. Severing a darktentacles's tentacles deals damage to the creature equal to half the limb's hit points. A darktentacles regrows severed limbs within a day.
Tremorsense (Ex): A darktentacles can automatically sense the location of anything within 60 feet that is in contact with the ground.
Weapon Use (Ex): A darktentacles of Gargantuan size can wield a melee weapon of up to Colossal size in each tentacle. It is proficient with all simple and martial melee weapons.
Skills: A darktentacles receives a +4 racial bonus on Hide checks.
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I removed the spell-like abilities, and thus dropped the Concentration skill ranks that went along with those.