FREQUENCY: Rare
FREQUENCY: Rare ([Dungeon Level V])
FREQUENCY: Very rare ([Temperate Wilderness Mountains],
[Temperate Wilderness Swamp])
FREQUENCY: Very rare ([Tropical Wilderness Mountains],
[Tropical Wilderness Swamp])
NO. APPEARING: 1-10
ARMOR CLASS: 3 (tentacles); 1 (head/body)
MOVE: 1"
HIT DICE: 2 per tentacle + 4 for the head/body for 8
total
% IN LAIR: 95%
TREASURE TYPE: Nil
NO. OF ATTACKS: 2 ~ 16
DAMAGE/ATTACK: 1-6/1-6
SPECIAL ATTACKS: Constriction/paralysation/special
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: Non-
ALIGNMENT: Neutral
SIZE: S (but tentacles 10' long)
LEVEL/X.P. VALUE: V | 475 + 6
SAVES, TENTACLES: 14.15.16.17.17
SAVES, HEAD: 13.15.16.17.17
SAVES, BODY: 13.14.15.16.16
There are a # of names by which this creature is
known, but
'tentamort' is now in most common usage. The head/body
of the
creature is quite small, in shape approximating to a
sphere 2' in
diameter. From it grow a number of small tentacles, each
of which
carries a row of suckers; using these, the creature can
attach itself
firmly to almost any surface and can move slowly across
that surface.
From the side of the body opposite the small tentacles
grow two
longer (10' long) and thicker (up-to 5" diameter) tentacles.
Each of
these long tentacles has 2 HD
and operates independently of the
other, attacking as a monster with 2 HD.
The head/body has 4 HD
but does not itself attack.
Constriction Tentacle: One of the long tentacles
is a powerful constrictor. If it hits a victim it
will lash for 1-6 hit points of damage. A natural roll
of 20, or a roll
2 or more greater than that required to hit, means that
it has wrapped
itself round a victim, pinning his arms to his sides,
and will automatically
(no 'to hit' roll needed) constrict for 1-6 HP of
damage each round thereafter until the tentacle or i
t s victim is dead.
Poison Tentacle: The other long tentacle has a
hollow needle of bone, 6" long, at its
end. That tentacle will also flail a victim for 1-6 hit
points of damage
and will also wrap itself round a victim on the required
roll (20 or 2
or more greater than normal). This tentacle does not
constrict; instead,
the melee round following the one in which the victim
was trapped,
the needle will be inserted into the victim's flesh and
he will be
paralysed instantly unless he makes a successful saving
throw. Through
the needle, the creature will then inject a saliva-like
fluid into the
victim, taking two melee rounds to inject a full dose
if the victim is
man-sized. (This takes but one round if the victim is
smaller than
man-sized, three or four rounds if larger than man-sized).
When the
necessary dose has been administered, the victim's internal
organs will
begin to soften and the creature will suck them out of
the victim's
body through the needle. A man will die after two melee
rounds of
this treatment (adjust this figure as above for creatures
smaller or
larger than man-sized). If the tentacle is 'killed' during
the time in
which the saliva is being injected, it will detach from
the victim and
cure disease must be administered within an hour or the
victim will
die. Once the dose of saliva has been administered, however,
only more
powerful curative magic will save the victim from death
within an hour
even if the tentacle is detached immediately. The heal
spell will be
effective, as will regenerate followed by cure wounds.
If the head/body is killed both tentacles cease to function,
but killing
one long tentacle does not affect the other.
If two victims are within reach, the tentacles will attack
different
targets, but if only one victim is available in range,
both tentacles will
concentrate on him.
The creature is a dark grey-green in colour; the needle
is the colour of
bone.
by Mike Roberts