OK, and here’s another new one!
This one would go just as well in the OD&D thread, but since there are far fewer Dungeon magazine critters I decided to put it here.
TYRANNABYSS
Armor Class: 8/6
Hit Dice: 5**
Move: 60' (20') on land /120' (40') swimming
Attacks: 2 claws/1 sting
Damage: 1-4/1-4/1-4 + special
No. App.: 1-4
Save as: Fighter 3
Morale: 9
Treasure: U
Alignment: Neutral
XP Value: 425
The tyrannabyss inhabits coastal waters - especially reefs and rocky shoals – where it prowls the sea floor in search of prey. It can swim rapidly for short distances by undulations of its body. Its circular mouth is lined with rasping teeth. If its prey is hit by both clawed tentacles (1d4 hp damage each), it is drawn up against this orifice for an automatic 1d6 hp damage per round of contact. This mouth can rasp through armor at a rate equal in rounds to the difference between the AC and 10. For example, chain mail (AC 5) requires 5 rounds before actual damage to the victim results, while plate mail (AC 3) requires 7 rounds. If the victim breaks away before it takes any personal injury, damage to the armor still takes place.
Below the mouth of the tyrannabyss is its primary hunting weapon, an elongating tube that can fire a barbed sting to a range of 10'. Its sting paralyzes (saving throw applicable) its prey and the tube is retracted to draw its victim within range of its tentacles. If the saving throw is made, victims with a strength of 15 or better can resist the pulling tube, but take 1 hp damage per round due to the lacerations from the barbed sting. The sting can only be used once; then, 3 turns are required for it to be rearmed.
The tyrannabyss is covered with a thick coat of mucous which allows it to withstand prolonged periods out of water, if it can stay damp. The tyrannabyss has been reported to attach itself to the bottom of boats with its numerous suckers and prey upon the crew above. Its soft back is AC 8, while its under side, tentacles, eyestalks, and sting are AC 6. Blunt weapons do only half dam- age, while edged weapons and fire do full damage. If injured but not slain, the tyrannabyss can regenerate 1 hp per turn in seawater. It has the ability to assume the coloration of its surroundings and its boneless body can squeeze through openings considerably smaller than its body size. It cannot squeeze under doors or through small cracks. If a man can crawl through an opening, so can a tyrannabyss.
Dungeon Magazine #2 - The Keep at Koralgesh (Nov/Dec 86, Robert B. Giacomozzi and
Jonathan H. Simmons)
some preliminary stats for the tyrannabyss:
Tyrannabyss
Huge Aberration? Magical Beast? (Aquatic?)
Hit Dice: 5dX+X (X hp)
Initiative: +X
Speed: 20 ft (4 squares), swim 40 ft
Armor Class: 12 (+X Dex, +X natural), touch X, flat-footed X
Base Attack/Grapple: +X/+X
Attack: X
Full Attack: 2 claws +X melee (1d4+X) and stinger +X melee (1d4+X plus paralysis)
Space/Reach: 5 ft/5 ft
Special Attacks: rend?
Special Qualities: boneless, camouflage, damage reduction X/slashing or piercing, fast healing X
Saves: Fort +X Ref +X Will +X
Abilities: Str X, Dex X, Con X, Int X, Wis X, Cha X
Skills: X
Feats: X
Environment: aquatic?
Organization: 1-4 (school?)
Challenge Rating: X
Treasure: (U)
Alignment: Usually/always neutral
Advancement: X
Level Adjustment: ---
COMBAT
I actually wanted to do this one because of a conversion I had found. It appears in more than one place – actually, it is probably the same conversion, just done a little differently each time:
http://www.planewalker.com/ps3e/monsterDetail.asp?id=13
http://66.34.111.89/Eric/conversions/tyrannabyss.rtf
you’ll notice that the description doesn’t give a size, so I included an illustration from the magazine. These conversions above suggest a length of 20 feet, which should probably do.