BOZ
Creature Cataloguer
Medium-Size Magical Beast
Hit Dice: 6d10+30 (63 hp)
Initiative: +6 (+2 Dex, +4 Improved Initiative)
Speed: 15 ft, swim 30 ft
AC: 20 (+2 Dex, +8 natural)
Attacks: 6 bites +7 melee; or 6 tentacles +7 melee
Damage: Bite 1d6+1; tentacle 1d4+1 and poison
Face/Reach: 5 ft by 5 ft/15 ft
Special Attacks: Improved grab, poison, spell-like abilities
Special Qualities: Blindsight, amphibious, tremorsense, damage reduction 15/+1, vulnerable to electricity
Saves: Fort +10, Ref +7, Will +0
Abilities: Str 13, Dex 15, Con 20, Int 5, Wis 8, Cha 6
Skills: Hide +10, Listen +4
Feats: Improved Initiative
Climate/Terrain: Any marsh, aquatic, and underground
Organization: Solitary, mated pair, or colony (2-8)
Challenge Rating: 8
Treasure: None
Alignment: Always lawful evil
Advancement: 7-12 HD (Medium-Size); 13-18 HD (Large)
These terrifying beasts are monstrous, blind tubeworms that dwell within seaside caves. They affix their bodies onto coastal rocks, and wait there silently for prey. These amphibious predators are well adapted to shifting tides, and flooded caves present no problem for them. Juveniles are excellent swimmers, but on reaching the adult stage, they begin to secrete a substance that hardens into a thick armor shell, slowing down their movement in general.
This frightful creature looks like an enormous barnacle when at rest, at first sight. On a better look, it appears more like a tubeworm or shellfish, with six eyeless heads. It bites with snapping jaws, each with a triple row of crowded fangs. It dangles its six long tentacles in the water, searching for prey by vibration.
Any treasure found in this creature’s lair is purely incidental, being the unlucky remains of former victims.
COMBAT
This creature is a carnivorous predator that hunts by instinct. It will lie in wait when it detects prey, sitting unmoving until the victims come within reach of its poisoned tentacles. It is silent while waiting for prey, but makes a hideous yelping sound when excited. It strikes out at opponents with its six long necks, and flails its tentacles hoping to grasp prey. Its tentacles secrete a form of contact poison, paralyzing struggling opponents to better allow the creature to consume them.
Improved Grab (Ex): To use this ability, the creature must hit with a tentacle attack. If it gets a hold, it causes poison damage.
Poison: Contact, Fortitude save (DC 18); initial damage 1d8 temporary Dexterity, secondary damage paralysis.
Blindsight (Ex): has no visual organs but can ascertain all foes within 30 feet using sound, scent, and vibration.
Tremorsense (Ex): can automatically sense the location of anything within 60 feet that is at least partially submerged, if its tentacles are in the water.
Spell-Like Abilities: At will - spider climb
Vulnerable To Electricity (Ex): The creature suffers double damage from electrical attacks, except on a successful save.
Skills: receives a +10 bonus to Hide checks in murky water.
“Creatures By Poll” Design: BOZ, 2002
Creature concept: Tonguez
Additional design: Krishnath, Knight Otu, Ferret, Devon
Hit Dice: 6d10+30 (63 hp)
Initiative: +6 (+2 Dex, +4 Improved Initiative)
Speed: 15 ft, swim 30 ft
AC: 20 (+2 Dex, +8 natural)
Attacks: 6 bites +7 melee; or 6 tentacles +7 melee
Damage: Bite 1d6+1; tentacle 1d4+1 and poison
Face/Reach: 5 ft by 5 ft/15 ft
Special Attacks: Improved grab, poison, spell-like abilities
Special Qualities: Blindsight, amphibious, tremorsense, damage reduction 15/+1, vulnerable to electricity
Saves: Fort +10, Ref +7, Will +0
Abilities: Str 13, Dex 15, Con 20, Int 5, Wis 8, Cha 6
Skills: Hide +10, Listen +4
Feats: Improved Initiative
Climate/Terrain: Any marsh, aquatic, and underground
Organization: Solitary, mated pair, or colony (2-8)
Challenge Rating: 8
Treasure: None
Alignment: Always lawful evil
Advancement: 7-12 HD (Medium-Size); 13-18 HD (Large)
These terrifying beasts are monstrous, blind tubeworms that dwell within seaside caves. They affix their bodies onto coastal rocks, and wait there silently for prey. These amphibious predators are well adapted to shifting tides, and flooded caves present no problem for them. Juveniles are excellent swimmers, but on reaching the adult stage, they begin to secrete a substance that hardens into a thick armor shell, slowing down their movement in general.
This frightful creature looks like an enormous barnacle when at rest, at first sight. On a better look, it appears more like a tubeworm or shellfish, with six eyeless heads. It bites with snapping jaws, each with a triple row of crowded fangs. It dangles its six long tentacles in the water, searching for prey by vibration.
Any treasure found in this creature’s lair is purely incidental, being the unlucky remains of former victims.
COMBAT
This creature is a carnivorous predator that hunts by instinct. It will lie in wait when it detects prey, sitting unmoving until the victims come within reach of its poisoned tentacles. It is silent while waiting for prey, but makes a hideous yelping sound when excited. It strikes out at opponents with its six long necks, and flails its tentacles hoping to grasp prey. Its tentacles secrete a form of contact poison, paralyzing struggling opponents to better allow the creature to consume them.
Improved Grab (Ex): To use this ability, the creature must hit with a tentacle attack. If it gets a hold, it causes poison damage.
Poison: Contact, Fortitude save (DC 18); initial damage 1d8 temporary Dexterity, secondary damage paralysis.
Blindsight (Ex): has no visual organs but can ascertain all foes within 30 feet using sound, scent, and vibration.
Tremorsense (Ex): can automatically sense the location of anything within 60 feet that is at least partially submerged, if its tentacles are in the water.
Spell-Like Abilities: At will - spider climb
Vulnerable To Electricity (Ex): The creature suffers double damage from electrical attacks, except on a successful save.
Skills: receives a +10 bonus to Hide checks in murky water.
“Creatures By Poll” Design: BOZ, 2002
Creature concept: Tonguez
Additional design: Krishnath, Knight Otu, Ferret, Devon