Illithid "Tentacled Freak" Template (A.K.A Baby Ca-ca-pu-thulu Spawn)
"Tentacled Freak" is a template that can be added to any corporeal creature (referred to hereafter as the "base creature").
The base creature's type changes to "aberration."
It uses all the base creature's statistics and special abilities except as noted below.
AC: Natural armor improves by +3.
A "Tentacled Freak" has 1d12+3 tentacles instead of where it would have a mouth(s), it can attack with up to 4 of these tentacles each round (or 4 for each bite attack it replaces on the base creature).
The Damage per Tentacle is listed on the size chart below.
Size............. Damage per Tentacle
----------....... --------------------
Fine............. 1 sub-dual
Diminutive.... 1
Tiny.............. 1d2
Small............ 1d3
Medium........ 1d4
Large........... 1d6
Huge............ 1d8
Gargantuan. 1d10
Colossal....... 1d12
Special Attacks: A "Tentacled Freak" retains all the special attacks of the base creature and also gain:
Improved Grab (Ex): To use this ability, the "Tentacled Freak" must hit a creature up to one size larger then itself with its tentacle attack. If it gets a hold, it attaches the tentacle to the opponent's head. A "Tentacled Freak" can grab a creature greater then one size larger then itself, but only if it can somehow reach the foe's head. After a successful grab, the "Tentacled Freak" can try to attach its remaining tentacles with a single grapple check. The opponent can escape with a single successful grapple check or Escape Artist check, but the "Tentacled Freak" gets a +2 circumstance bonus for every tentacle that was attached at the beginning of the opponent's turn.
Extract (Ex): A "Tentacled Freak" that begins its turn with four or more tentacles attached and successfully maintains its hold automatically extracts the opponent's brain, instantly killing that creature.
A "Tentacled Freak" with Intelligence score of 3 or higher possess:
Mind Blast (Sp): This attack is a cone 60 feet long. Anyone caught in this cone must succeed at a Will save (DC 13 +Intelligence Modifier) or be stunned for 3d4 rounds. "Tentacled Freaks" often hunt using this power and then drag off one or two of their stunned victims to feed upon.
A "Tentacled Freak" with an Intelligence or Wisdom, or Charisma score of 16 or higher possess:
Psionics (Sp): At will-These abilities are as the spells cast by a sorcerer equal to their level/HD.
HD.... Abilities
----... ----------
1-3.... levitate
4...... detect thoughts
5...... suggestion
6...... charm monster
7...... Plane Shift
8...... Astral Projection
Special Qualities: A "Tentacled Freaks" has all the special qualities of the base creature, and gains:
SR 15+1/HD and a "Tentacled Freaks" with Intelligence score of 3 or higher possess:
Telepathy (Su): "Tentacled Freak" can communicate telepathically with any creature within 100 feet that has a language.
Saves: Same as the base creature
Abilities: Same as the base creature
Skills: A "Tentacled Freak" has 2 skill points times its Intelligence modifier, per Hit Die. Treat skills from the base creature's list as class skills and other skills as cross-class. If the creature has a class, it gains skills for class levels normally.
Feats: "Tentacled Freaks" have one feat for every four levels or the base creature's total of feats, whichever is greater.
Climate/Terrain: Same as either the base creature
Organization: Same as the base creature
Challenge Rating: Same as the base creature +1
Alignment: Usually Freaking Evil Man (any)
Treasure: Same as the base creature
Advancement: Same as the base creature