Black Tentacle (3.5e Creature)
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|Hit Dice:||8d10+64 (108 hp hp)|
|Speed:||10ft. (4 squares), climb 10ft., swim 20ft.|
|Armor Class:||5, touch 5, flat-footed 5|
|Attack:||Tentacle +11 melee (2d8+6)|
|Full Attack:||3 tentacles +11 melee (2d8+6)|
|Special Attacks:||Engulf, improved grab, paralysis|
|Special Qualities:||Blindsight 60 ft., join, ooze traits, split, transparent|
|Saves:||Fort +8, Ref -3, Will -3|
|Abilities:||Str 17, Dex 1, Con 26, Int —, Wis 1, Cha 1|
|Environment:||Temperate marshes or underground|
|Treasure:||Standard (no nonmetal or nonstone)|
|Advancement:||9-11 HD (Medium);12-17 HD (Large)|
Three black, tranparent tentacles rise up from the darkness and begin to sway ominously. Suddenly, they stop and all point in the direction of the party.
Black tentacles are reclusive creatures that inhabit dungeons, caves and desolate marshes. Most of their body is made up of three long, thick tentacles attatched to a large lump of flesh. It prefers not to move, but to wait for prey to wander by. This is usually humans, as creatures try to avoid it and wherever it has been for the last 24 hours. When a black tentacle must move, it uses its tentacles to drag itself along the ground. A black tentacle secretes an low acid that dissolves organic materials very slowly. A typical black tentacle is 5 feet wide at the base, with 10 foot long tentacles, and weighs about 7,000 pounds, although larger ones are not uncommon.
A black tentacle will usually not persue prey very far due to its limited movement. It will generally wait for an unsuspecting person to walk within reach of its long tentacles, where it can attempt to engulf the opponent. Because of this, black tentacles tend to try and place themselves in small areas such as doorways or lakesides, where it would be difficult to pass one without trying to be grappled.
Engulf/Paralysis (Ex): A black tentacle can try to engulf a grabbed opponent by making a successful grapple check. Once inside the ooze, the opponent must succeed on a DC 21 Fortitude save each turn or be paralyzed for 3d8 rounds. The save DC increases by 1 for each turn the opponent remains engulfed. Engulfed opponents are considered to be grapppled and trapped within its body. The save DC is Constitution-based.
Improved Grab (Ex): To use this ability, the black tentacle must hit a creature at least one size smaller than itself with one of its tentacle attacks. It can then start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can try to engulf the opponent in the following round.
Join (Ex): Two black tentacles can take a full round action to join with each other into one larger creature. The size of the new ooze is the size of the two originals put together (eg. two joined Medium oozes would create one large ooze, one Medium and one large ooze would create on huge ooze, two Large oozes would create one Huge ooze). The new black tentacle has hit points equal to the two original's hit points combined, and tentacle attacks equal to the total number of tentacles of the original oozes.
Split (Ex): Slashing and piercing weapons del no damage to a black tentacle. Instead the creature splits into two black tentacles, each with half of the original's hit points (round down) and half of the original's tentacle attacks (round down for one and up for the other). A black tentacle with 10 hit points or less cannot be further split and dies if reduced to 0 hit points.
Transparent (Ex): A black tentacle is hard to see in undergrowth or dark shadow, and it it takes a DC 15 Spot check to notice one in these conditions. Creatures who fail to notice a black tentacle and walk into it are automatically hit with a tentacle attack and can be grappled.
Skills Ablack tentacle has a +4 racial bonus on Hide checks and can always choose to take 10 on a Hide check, even if rushed or threatened. A black tentacle gets an additional +4 on Hide checks in its natural habitat.