incognito
First Post
Ok, some Notes on this beastie: It'can't move! If the party can survive the first round or two, it should be easy to take this guy down with missile fie. Outside 30' characters are considered invisible.
I am considering removing the No anatomy if you all guess very high CRs (compared to what I have in mind)
Tentacle Horror
Huge Aberration (Mindless)(Built from Plant template)
Hit Dice: 8d8+40 (76 hp)
Initiative: +2 (Dex)
Speed: - (can’t move)
AC: 19 (-2 size, +2 Dex, +9 natural)
Attacks: Tentacle Slam +12/+7
Damage: Tentacle 2d6+8 + d6 cold subdual
Face/Reach: 10 ft. by 10 ft (30’ high)/20 ft.
Special Attacks: Improved Grab, Constrict, Cold Aura, Blind sight 30’
Special Qualities: Mindless, No anatomy
Saves: Fort +11, Ref +4, Will +2
Abilities: Str 27, Dex 14, Con 20, Int -, Wis 10, Cha 7
Skills: None
Feats: Combat Reflexes, Snatch
Climate/Terrain: Any
Organization: Solitary, or Mass (2-5)
Challenge Rating: ????
Treasure: None
Alignment: Always Neutral
Advancement: 9-16 HD (Huge); 17-24 HD _(Gargantuan)
Tentacle Horrors are 30’ long rubbery purple black mindless aberrations, sprouting from the ground to their full height during the surprise round. They always use their first slam attack without utilizing the improved grab ability, if the opponent is still alive after taking the slam damage, it takes it’s second attack on the same target, and will use the grapple ability. Using the improved grab ability as it’s first attack negates the possibility of taking it’s iterative attack.
Improved Grab (ex): If the Tentacle Horror hits a medium or smaller creature with its SECOND slam attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity (grapple bonus +17). A successful hold deals constrict damage. Due to its Length, the Horror may make a single slam attack, even when grappling in this way. If it chooses to do this, it suffers the -20 penalty to grapple checks when constricting (generally it will not).
When a creature gets a hold after an improved grab attack, it pulls the opponent into its space. This act does not provoke attacks of opportunity. The creature is not considered grappled while it holds the opponent, so it still threatens adjacent squares and retains its Dexterity bonus.
Constrict (Ex): The Tentacle Horror deals 2d6+8 points of damage (+d6 cold subdual) with a successful grapple check against large or smaller creatures. If it’s only action is to constrict, the grapple bonus is +22
Cold Aura (Su): The Tentacle Horror is a being summoned form the eternal void, a place of infinite coldness. Any creature dealt damage by the Horror’s slam attack or constrict, and any creature that hits the Horror with natural weapons will take 1d6 points of cold subdual damage. Those damages must make a DC 19 (10+ ½ Hit dice + Con Mod), or be Slowed per the spell for 8 rounds. Those in the Horror’s threatened area will feel the cold emanating off it, but take no damage.
Blindsight: Tentacle Horrors sense to vibrations, and scent, This ability makes invisibility and darkness (even magical darkness) irrelevant to the creature (though it still can’t see ethereal creatures). Horrors are not subject to gaze attacks, or blinding. Illusions based on sight (Mirror Image, Blur, etc) are not effective against them
Mindless: Immune to mind-influencing effects: Charm, fear, sleep, etc.
No anatomy: A Tentacle Horror is a single blackish purple tentacle. Since it has no ‘weak spots’ or anatomy to speak of, it is immune to sneak attacks, and is not subject to critical hits. It may still be flanked normally (although this will not allow for sneak attack damage either).
Snatch: As a standard action, If a Tentacle Horror begins a combat round with a Medium sized or smaller creature that is grappled, and there are still opponents within its threatened area, it will usually throw the grappled foe up to 30’ away with a successful grapple check (grapple bonus is +22). This deals 1d6 for every 10 feet thrown. Characters can attempt to reduce the damage by 1d6 by making a DC 15 tumble check. Upon landing, character sustaining any damage must make a Fortitude save DC = 10 + 1/2 damage dealt, or be stunned for 1 round.
I am considering removing the No anatomy if you all guess very high CRs (compared to what I have in mind)
Tentacle Horror
Huge Aberration (Mindless)(Built from Plant template)
Hit Dice: 8d8+40 (76 hp)
Initiative: +2 (Dex)
Speed: - (can’t move)
AC: 19 (-2 size, +2 Dex, +9 natural)
Attacks: Tentacle Slam +12/+7
Damage: Tentacle 2d6+8 + d6 cold subdual
Face/Reach: 10 ft. by 10 ft (30’ high)/20 ft.
Special Attacks: Improved Grab, Constrict, Cold Aura, Blind sight 30’
Special Qualities: Mindless, No anatomy
Saves: Fort +11, Ref +4, Will +2
Abilities: Str 27, Dex 14, Con 20, Int -, Wis 10, Cha 7
Skills: None
Feats: Combat Reflexes, Snatch
Climate/Terrain: Any
Organization: Solitary, or Mass (2-5)
Challenge Rating: ????
Treasure: None
Alignment: Always Neutral
Advancement: 9-16 HD (Huge); 17-24 HD _(Gargantuan)
Tentacle Horrors are 30’ long rubbery purple black mindless aberrations, sprouting from the ground to their full height during the surprise round. They always use their first slam attack without utilizing the improved grab ability, if the opponent is still alive after taking the slam damage, it takes it’s second attack on the same target, and will use the grapple ability. Using the improved grab ability as it’s first attack negates the possibility of taking it’s iterative attack.
Improved Grab (ex): If the Tentacle Horror hits a medium or smaller creature with its SECOND slam attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity (grapple bonus +17). A successful hold deals constrict damage. Due to its Length, the Horror may make a single slam attack, even when grappling in this way. If it chooses to do this, it suffers the -20 penalty to grapple checks when constricting (generally it will not).
When a creature gets a hold after an improved grab attack, it pulls the opponent into its space. This act does not provoke attacks of opportunity. The creature is not considered grappled while it holds the opponent, so it still threatens adjacent squares and retains its Dexterity bonus.
Constrict (Ex): The Tentacle Horror deals 2d6+8 points of damage (+d6 cold subdual) with a successful grapple check against large or smaller creatures. If it’s only action is to constrict, the grapple bonus is +22
Cold Aura (Su): The Tentacle Horror is a being summoned form the eternal void, a place of infinite coldness. Any creature dealt damage by the Horror’s slam attack or constrict, and any creature that hits the Horror with natural weapons will take 1d6 points of cold subdual damage. Those damages must make a DC 19 (10+ ½ Hit dice + Con Mod), or be Slowed per the spell for 8 rounds. Those in the Horror’s threatened area will feel the cold emanating off it, but take no damage.
Blindsight: Tentacle Horrors sense to vibrations, and scent, This ability makes invisibility and darkness (even magical darkness) irrelevant to the creature (though it still can’t see ethereal creatures). Horrors are not subject to gaze attacks, or blinding. Illusions based on sight (Mirror Image, Blur, etc) are not effective against them
Mindless: Immune to mind-influencing effects: Charm, fear, sleep, etc.
No anatomy: A Tentacle Horror is a single blackish purple tentacle. Since it has no ‘weak spots’ or anatomy to speak of, it is immune to sneak attacks, and is not subject to critical hits. It may still be flanked normally (although this will not allow for sneak attack damage either).
Snatch: As a standard action, If a Tentacle Horror begins a combat round with a Medium sized or smaller creature that is grappled, and there are still opponents within its threatened area, it will usually throw the grappled foe up to 30’ away with a successful grapple check (grapple bonus is +22). This deals 1d6 for every 10 feet thrown. Characters can attempt to reduce the damage by 1d6 by making a DC 15 tumble check. Upon landing, character sustaining any damage must make a Fortitude save DC = 10 + 1/2 damage dealt, or be stunned for 1 round.