CR for this custom monster?

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.
 

log in or register to remove this ad

Somewhere between 5 and 7. This monster is ridiculously easy to kill if you back off about 21' away from it and pepper it with arrows and suchlike.

I am more inclined towards the lower numbers.
 

My CR Estimator puts it at 7, but it doesn't takle into account the immobility. I'd drop it to ~5, I think.

TENTACLE HORROR
--------------------------------------------------------------------------------
Huge Aberration
Hit Dice: 8d8+40 (76 hp)
Initiative: +2 (+2 Dex)
Speed: 30 ft
AC: 19 (+2 Dex, -2 size, +9 natural)
Attacks: Tentacle slam +12/+7 melee
Damage: Tentacle slam 2d6+12 and 1d6 cold subdual
Face/Reach: 10 ft by 10 ft/15 ft
Special Attacks: cold aura, constrict, improved grab
Special Qualities: Mindless, no anatomy, blindsight
Saves: Fort +7, Ref +4, Will +6
Abilities: Str 27, Dex 14, Con 20, Int ---, Wis 10, Cha 7
Feats: Combat Reflexes, Snatch (B)
--------------------------------------------------------------------------------
Climate/Terrain: Any land or underground
Challenge Rating: 7
Treasure: None
Alignment: Always neutral

Blindsight: Using nonvisual senses, such as sensitivity to vibrations, scent, acute hearing, or echolocation, the creature maneuvers and fights as well as sighted creatures. Invisibility and darkness are irrelevant, though the creature still can't discern ethereal beings. The creature does not need to make Spot or Listen checks to notice creatures within 30.
Improved Grab (Ex): When this creature hits with its Tentacle Slam, it attempts to start a grapple as a free action without provoking an attack of opportunity. If it gets a hold, it can constrict.
Constrict: This creature deals 2d6+8 on a sucessful grapple check, in addition to the grappling weapon's normal damage.
 
Last edited:

Hi there Incognito! :)

I work it out to be CR 6.

I see CRGreathouse (hello mate) fixed the tentacle damage for you...when a monster only has one natural weapon it adds strength bonus x1.5 to damage.
 

I see CRGreathouse (hello mate) fixed the tentacle damage for you...when a monster only has one natural weapon it adds strength bonus x1.5 to damage.

Unless it has iterative attacks, gentleman. So only 1x the STR damage.

I pegged it at CR6! thanks y'all!

I noticed some other changes as well, but the 20" reach is important, considering it's immobility. And the saves are based off the plant template (since abberations are not generally mindless, or immune to criticals...

Neat creature though, eh?

My players have no appreciation for me (sigh)

;)
 
Last edited:

incognito said:
Unless it has iterative attacks, gentleman. So only 1x the STR damage.

Look at the shield guardian (MM 163) for an example of iterative attacks with a natural weapon. It gets 1.5x Str bonus.
 

CR greathouse?

But shield guardians are like...um...cheaty, or something...

I thought the point behind natural weapons is that they were not iterative, hence the damage bump.

W'sup with that?
 
Last edited:

Elementals also get iterative attacks that deal 1.5 x str mod.

1.5 x Str mod is based on whether the creature has only one natural weapon, not whether or not it can actually attack with that one natural weapon repeatedly.

Slam attacks are the only natural attack type this ever seems to happen with, and a lot of monsters are just set to having 2 slams. I dunno why some of the slam monsters are doing some sort of kung-fu to get more attacks, but they just are.

A creature that has +23/+23 will probably hit hit on both attacks against a suitable opponent (and is much more free to use abilities like power attack and expertise), while a creature with +23/+18/+13 will probably hit on the first two attacks, but can't power attack as effectively and suffers more against an opponent with high AC. I figure the damage difference is balanced.

As a random side note, this thing reminds me of the tentacle-things in Half-Life, only much easier to kill.
 

WHy don't rhino's have 2 gores then?

I attack (gore), 8HD, attack as a cleric, 8HD = Bab of +6/+1

Rhino's do get the 1.5 STR bonus.
 

Because it's a gore, and not a slam, probably. A dire wolf with 10 HD wouldn't get more than 1 bite, either. Slam is the only natural attack type that ever seems to have iterative attacks.

It's not really consistent. The Shoggoth from from CoC has a single slam at +35 to hit, for example. The Teratomorph from MMII has a single slam at +28 to hit. The Runic Guardian from MMII has +18/+13/+8 with a slam attack, though. All of them do 1.5 x Str mod.

Elementals and Constructs are the most likely creatures to have iterative slam attacks, though I'm sure a Vampire could also pull it off. It's fairly rare, and deciding what can do iterative attacks thorugh slamming seems to be entirely arbitrary.
 

Remove ads

Top