Tentacle Grass (3.5e Monster)

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Author: Eiji-kun (talk)
Date Created: 4-28-16
Status: Complete
Editing: Clarity edits only please
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Tentacle Grass
Size/Type: Large Ooze
Hit Dice: 9d10+54 (103 hp)
Initiative: -2
Speed: 20 ft, 10 ft burrow, climb 20 ft
Armor Class: 10 (+3 natural, -2 dex, -1 size), touch 7, flat-footed 10
Base Attack/Grapple: +6/+16
Attack: Tentacle +12 melee (1d8+6 plus grab, 20/x2)
Full Attack: Four Tentacles +12 melee (1d8+6 plus grab, 20/x2)
Space/Reach: 10 ft/10 ft
Special Attacks: Improved Grab, Poison
Special Qualities: Blind, Blindsight 60 ft, Disguised, Grassy Knoll, Immunities, Ooze Traits, Vulnerability to Fire
Saves: Fort +9, Ref +1, Will +4
Abilities: Str 22, Dex 6, Con 22, Int -, Wis 13, Cha 1
Skills: Disguise +15
Feats: -
Environment: Plains
Organization: Solitary
Challenge Rating: 7
Treasure: None
Alignment: Always True Neutral
Advancement: 10-18 HD (Large), 19-27 HD (Huge)
Level Adjustment:


Before you is a soft patch of uncut green grass. A closer inspection reveals the gentle sway of the grass has nothing to do with the wind...

An ooze which resembles a patch of natural grass, it hides the fact that these blades of grass are actually cilia, some which can extend into long lashing tentacles to grab and whip prey. Creatures moving into the grass are subject to a paralytic poison, or forcefully grappled and slowly digested. Sometimes, the left behind loot of previous victims proves to be an effective lure to bring in more victims.

Tentacle grass is mindless, and smells faintly of freshly mowed grass.

Combat

Acting as a living trap, tentacle grass lies in wait for creatures to step on it, only actively moving if in danger or if grabbing a creature trying to escape.

Disguised (Ex): Tentacle grass gets a +20 bonus on disguise checks to appear as normal grass.

Grassy Knoll (Ex): Tentacle grass is difficult to injure, being immune to bludgeoning damage and only taking half damage from piercing and electric attacks.

Immunities (Ex): Immunity to poison, sleep effects, paralysis, polymorph, and stunning.

Improved Grab (Ex): To use this ability, a tentacle grass must hit with a tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

Poison (Ex): Contact, Fortitude DC 20 against paralysis. A creature can make a saving throw each round to break free, but requires two consecutive saves to cure. The save DC is Constitution-based.


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Eiji-kun's Homebrew (5605 Articles)
Eiji-kunv
AlignmentAlways True Neutral +
AuthorEiji-kun +
Challenge Rating7 +
EnvironmentPlains +
Identifier3.5e Monster +
Level Adjustment+
RatingUndiscussed +
SizeLarge +
TitleTentacle Grass +
TypeOoze +