Tentaculat (3.5e Monster)

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Author: Psysama (talk)
Contributors: Bhu
Date Created: 02/07/15
Status: Complete
Editing: Clarity edits only please
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The nightmarish Tentaculat from X-Com: Terror from the Deep
Tentaculat
Size/Type: Medium Aberration (Aquatic)
Hit Dice: 4d8+8 (26 hp)
Initiative: +4
Speed: Swim 30 ft.
Armor Class: 24 (+2 Dex, +12 natural), touch 12, flat-footed 22
Base Attack/Grapple: +3/+5
Attack: Tentacle +6 melee (1d3+2)
Full Attack: 6 Tentacles +6 melee (1d3+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Paralysis, Impregnate
Special Qualities: Darkvision 60 ft., DR 5/Slashing or Bludgeoning(Concussion if D20 Modern), Immune to Electricity, Vulnerability
Saves: Fort +2, Ref +3, Will +5
Abilities: Str 15, Dex 15, Con 12, Int 16, Wis 13, Cha 12
Skills: Hide +8, Listen +8, Move Silently +8, Search +6, Spot +8, Survival +7, Swim +10
Feats: Ability Focus Impregnate, Ability Focus Paralysis
Environment: Any Aquatic
Organization: Single (1), Small group (2-3)
Challenge Rating: 5
Treasure: Standard
Alignment: Always Chaotic Evil
Advancement: 5-8 HD (Medium)
Level Adjustment:


Armed with long tentacles the Tentaculat paralyses its victims then transmutes them into mindless things. These progeny can cause death on touch, even through armor.

Not even the depths of a Lovecraftian nightmare could spawn such as this indescribable creature. No comparison to any Earth animal exists, the environment that could produce such as this beyond imagination. The Tentaculat is the most fearsome alien yet encountered by X-Com.

Combat[edit]

Tentaculats immediately wade into melee.

Paralysis (Ex): When a Tentaculat makes a successful Tentacle attack against a living opponent, they must make a DC 15 Fort save or become Paralyzed for 1d3 rounds (Save DC is Constitution based).

Impregnate (Ex): When a Tentaculat successfully paralyzes a living opponent and remains in contact with them for at least 1 round, they (the opponent, not the Tentaculat) must make a DC 15 Fort save or become impregnated with an egg pellet (Save DC is Constitution based). Any person that is impregnated effectively becomes a Zombie and should have the appropriate template applied to them. 12 hours after a successful impregnation occurs, a fully grown Tentaculat will emerge, killing it's Zombie host. It is possible to remove the embryonic Tentaculat without killing its zombie host with a successful Surgery check (DC 20 Treat Injury roll, -4 without the Surgery feat). Unfortunately, the surgery is complex and requires 9+1d4 hours to complete. If the surgery is still not complete by the end of the 12 hour gestation, then the Tentaculat will burst forth, ready to begin combat.

Vulnerability (Ex): Tentaculats take +1 point of damage per die against Cold or Sonic attacks. For example an attack doing 2d4 normally, would do 2d4+2. They also take +5 points of damage per die against Concussion damage.

Skills: Tentaculats gain a +8 Racial Bonus on Swim Checks, and may always Take 10 on a Swim Check.


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Back to Main Page3.5e HomebrewMonsters

AlignmentAlways Chaotic Evil +
AuthorPsysama +
Challenge Rating5 +
EnvironmentAny Aquatic +
Identifier3.5e Monster +
Level Adjustment+
RatingUndiscussed +
SizeMedium +
SubtypeAquatic +
SummaryArmed with long tentacles the Tentaculat paralyses its victims then transmutes them into mindless things. These progeny can cause death on touch, even through armor. +
TitleTentaculat +
TypeAberration +