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Large Aberration


Hit Dice: 9d8+27 (67 hp)

Initiative: +2

Speed: 5 ft., swim 20 ft.

AC: 18 (-1 size, +2 Dex, +7 natural), touch 11, flat-footed 16

Attacks: 12 slams +9 melee, or weapon +9/+4 melee and 11 light weapons +9 melee, or weapon +7/+2 melee and 11 weapons (at least one of which is not light) +7 melee

Damage: Slam 1d4+4, by weapon (damage bonus +4 for primary hand and +2 for each off hand)

Face/Reach: 10 ft. /15 ft.

Special Attacks: Constrict 2d6+6, improved grab, spell-like abilities

Special Qualities: Darkvision 60 ft., enhanced multiweapon fighting, tentacle regeneration, tremorsense, weapon use

Saves: Fort +6, Ref +5, Will +7

Abilities: Str 19, Dex 15, Con 17, Int 14, Wis 12, Cha 12

Skills: Concentration +11, Hide +16, Listen +9, Move Silently +16, Spot +9

Feats: Combat Reflexes, Multidexterity, Multiweapon Fighting, Stealth

Climate/Terrain: Any marsh

Organization: Solitary

Challenge Rating: 7

Treasure: Standard

Alignment: Always chaotic evil

Advancement: 10-18 HD (Large); 19-27 HD (Huge)

Level Adjustment: -

The darktentacles is a justly feared swamp monster. Both intelligent and malicious, it often leaves treasure from previous victims scattered about to attract new prey. The creature can flatten its squishy body across the ground to be inconspicuous, and it usually hides in or near water.

A darktentacles resembles an octopus with thirty-six tentacles, each of which can be up to 20 feet long. Instead of suction cups, each of its tentacles is lined with eyes. The creature uses some tentacles for movement and others for Combat, striking with whichever tentacles are convenient.

This creature is capable of wielding weapons in its tentacles, and it often does so. It has no innate sense for magic items, but it tends to select the most effective weapons at its disposal. Because it hides so well, many characters have no idea that a darktentacles is present until abandoned weapons fly up from the ground and begin attacking them.

A darktentacles speaks Common and Aquan.


When creatures approach, a darktentacles typically uses its charm monster and hold monster powers first, concentrating these attacks on foes that seem to be physically powerful. Thereafter, it attacks anyone who comes within reach of its tentacles. If the darktentacles manages to grab someone, it uses its wall of force ability to keep any other opponents from lending the victim assistance.

A darktentacles can use only three tentacles at once against a Small or Medium-size opponent. Against a larger foe, it can use three additional tentacles for each extra 5 feet of face the opponent has, if it has the reach. Against a Tiny or smaller opponent, the creature can use only one tentacle. It can use a maximum of three tentacles against all foes in any single 5-foot by 5-foot area.

Constrict (Ex): With a successful grapple check, a darktentacles can crush a grabbed opponent, dealing 2d6+6 points of bludgeoning damage.

Improved Grab (Ex): If a darktentacles hits an opponent that is at least one size category smaller than itself with a slam attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity (grapple bonus +30; includes a +16 racial bonus on grapple checks). If it gets a hold, it can also constrict in the same round. Thereafter, the darktentacles has the option to conduct the grapple normally, or simply use its tentacle to hold the opponent (-20 penalty on grapple check, but the darktentacles is not considered grappled). In either case, each successful grapple check it makes during successive rounds automatically deals slam and constrict damage.

Spell-Like Abilities: 5/day—hold monster; 3/day—charm monster; 1/day—wall of force. Caster level 10th; save DC 11 +spell level.

Enhanced Multiweapon Fighting (Ex): This ability lessens the penalty for off-hand weapon use by 2 for both primary and off hands. Combined with the Multidexterity and Multiweapon Fighting feats, this ability effectively negates all attack penalties for using one or more light off-hand weapons.

Tentacle Regeneration (Ex): An opponent can attack a darktentacles’s tentacles as if they were weapons—see Sunder, in Chapter 8 of the Player’s Handbook. A darktentacles’s tentacles have 20 hit points. If the darktentacles is currently grappling a target with that tentacle, it usually uses another limb to make its attack of opportunity against the sunder attempt. Severing a darktentacles’s tentacles deals damage to the creature equal to half the limb’s hit points. A darktentacles regrows severed limbs within a day.

Tremorsense (Ex): A darktentacles can automatically sense the location of anything within 60 feet that is in contact with the ground.

Weapon Use (Ex): A darktentacles of Large size can wield a melee weapon of up to Huge size in each tentacle. It is proficient with all simple and martial melee weapons.

Skills: A darktentacles receives a +4 racial bonus on Hide checks.