Omastar (3.5e Monster)

Combat


 (Ex): If Omastar successfully hits with a tentacle attack, it may make a free grapple attempt without provoking an attack of opportunity.

 (Ex): If it somehow successfully grapples a foe, Omastar may deal 4d6+3 constriction damage.

 (Su): A 30' ranged attack can be made as a standard action, hitting the foe with a high-powered stream of muddy water. This deals 1d8 damage per 2 hit dice and can be used once per three rounds. Due to the mud, this also blinds the foe for 1 round if it hits.

 (Ex): As a melee touch attack, Omastar can tickle a foe with a standard action. The foe must make a DC 19 Will save (Str-based, +2 racial bonus) or count as Dazed for 1d4 rounds as they squirm and laugh.

 (Su): A spray of acidic salt water may be fired in a 30' cone every 4 rounds. This deals 1d4 Acid damage per hit die (Reflex save half, DC equal to 10 + 1/2 Omastar's Hit Dice + Omastar's Charisma modifier). If the target has already taken at least 20 points of damage, or is bleeding, or has been hit by a Wounding effect, then they take double damage (Ref reduces this to normal damage) and must make a Fort save (same DC) or be Stunned with pain for 1 round.

 (Ex): Omastar counts as having Armour Spikes.

 (Ex): Omastar can move at triple speed for a charge, and deals +2d6 damage on charge attacks.

Advancement
An Omastar gains further powers as it advances, and receives the following attacks:

 (Ex): At 12 HD, Omastar can fire two spikes up to 50 ft. as a standard action, dealing damage as a crossbow for its size.

 (Su): At 14 HD, once per three rounds, Omastar can telekinetically launch up to 3 chunks of stone within 100 feet. These are launched as ranged attacks at separate targets, and, if at least as large as a Medium character, deal 6d6 damage each. Furthermore, upon activation, Omastar gains a +1 Enhancement Bonus to Natural Armour and to all Ability Scores for the next five minutes. Using this while the bonus is still in effect improves the bonus by 1 (to a maximum of +6 total) and resets the duration - any Omastar of Intelligence 10 or more (including after using this) will figure out to throw random rocks around every minute or so just to keep the bonuses at the maximum.

 (Ex): At 20 HD, it may call powerful geysers from below the earth to strike foes. This is a Supernatural ability, and requires a full-round action. Two 30 foot bursts within 100 feet are selected, and all in the area take 2d6 damage per hit die and are knocked prone. A Reflex save (Wis-based) halves this damage and negates the prone status. This may be performed once per hour.

Each time it gains one of these powers, Omastar advances by +1 CR.