Mycelial Tentacle Beast

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Mushroom Tentacle Beast.png

Ordinary found within The Mushroom Forests below Alzhak Reger, these hulking plant-like creatures are known to blend in with the forest, feasting upon moles, unfortunate explorers, and drinking whatever liquid drips down from below into pools of mineral water.


Mycelial Tentacle Beast (CR 11)

XP 12,800

NE Huge Plant

Init +7; Senses Blindsight 60ft, scent; Perception +21

DEFENSE

AC 25, touch 16; flat-footed 22 (+3 dex, +9 natural, +5 deflection, -2 size)

hp 216 (16d8+96); Regeneration 1(Fire)

Fort +23, Ref +18, Will +13

Immune plant traits; Resist Water 20

OFFENSE

Speed 30 ft., Climb 20 ft.

Melee Bite +22 (3d8+22)

Ranged 6 Mushroom Tentacles +17 (grab plus hunger and pull)

Space 15 ft.; Reach 15 ft.

Special Attacks Spore Bomb, Pull (Mushroom Tentacle, 30 feet)

Spells Known (CL 16th, Concentration +19)

1st (DC 14) Color Spray, Auditory Hallucination

2nd (DC 15) Ghoul Touch, Pernicious Poison

3rd (DC 16) Vampiric Touch, Eldritch Fever, Healing Thief

4th (DC 17) Rigor Mortis, Flesh Puppet(infested with mushrooms), Bestow Curse

5th (DC 18) Hungry Earth, Plague Carrier, Blood Boil, Absorb Toxicity

6th (DC 19) Dust Ward, Antimagic Field, Antitech Field, Contagion, Greater

7th (DC 20) Limited Wish, Epidemic, Plundered Power

8th (DC 21) Spellscar, Curse Terrain, Supreme

STATISTICS

Str 32, Dex 16, Con 26, Int 5, Wis 15, Cha 16

Base Atk +12; CMB +25 (+29 grapple); CMD 38 (can’t be tripped)

Feats Combat Reflexes, Improved Initiative, Multiattack

Skills Climb +13, Perception +21, Stealth +12 (+28 in Mushroom Biomes); Racial Modifiers +12 Perception, +16 Stealth in Mushroom Biomes

SQ Camouflage, Mushroom Tentacles

SPECIAL ABILITIES

Spore Bomb (Su)

2/day, a Tentacle Beast can emit a 30ft-radius burst of spores, centered from up to 90ft away. All creatures caught within the blast are affected by the following conditions for 3 rounds each: Nauseated (Fortitude save DC 19 to negate), Confused (Will save DC 19 to negate), Sickened (Fortitude save DC 19 to negate), Dazzled (Reflex save DC 19 to negate). The Tentacle Beast must wait 2 rounds to use this ability again.

Camouflage (Ex)

Blending in within Mushroom biomes, the Tentacle Beast is able to mask itself naturally as a Giant Mushroom, needing at least a DC 28 Perception check (modified for distance) to notice it before it attacks on the first round of combat, even if it is not stealthing.

Hunger(Ex)

When a Tentacle Beast grapples a creature, the spores within the tentacles feed at an accelerated rate on the blood of its enemies, decomposing it, to form mycelial growths. This feeding deals 1d12 points of damage and 2 points of Strength damage to the target, along with giving the Sickened Condition (Fortitude save DC 19 to negate). If the Mushroom Tentacle is severed or the target breaks the grapple, this feeding ceases until a new grapple is established. Should a creature die, it will slowly be infested by the spores, to later form another Mycelial Tentacle Beast.

Mushroom Tentacles (Ex)

A Tentacle Beast can control the network of mushroom tentacles on its body and use up to six of those tentacles as weapons to strike out at targets up to 100 feet away. The Mushroom Tentacles have 15 hit points, DR 8/slashing, and a Break DC of 30. If one is destroyed, 2 rounds later, a new one will regrow if the main body is still alive.

Ecology

Environment Mushroom Forests, Deep Caves, Mana Wastes (Additional template applied in Mana Wastes)

Organization solitary, pair

Treasure Standard Treasure