Belabra (CR 3)

Medium Aberration
Alignment: Always neutral
Initiative: +2 (Dex); Senses: Listen +9 and Spot +9


AC: 18 (+2 Dex, +6 natural), touch 12, flat-footed 16
Hit Dice: 4d8+4 (22 hp)
Fort +2, Ref +3, Will +5
Speed: 5 ft., fly 20 ft. (poor)
Space: 5 ft./5 ft.
Base Attack +3; Grapple -2
Attack: Shell +5 melee; or 12 tentacles +5 melee, bite +0 melee
Full Attack: Shell +5 melee; or 12 tentacles +5 melee, bite +0 melee
Damage: Shell 2d4+2; tentacle 1d2+2, bite 2d4+1
Special Attacks/Actions: Improved grab, puncture
Abilities: Str 14, Dex 15, Con 13, Int 7, Wis 12, Cha 11
Special Qualities: Blood spray
Feats: Alertness
Skills: Listen +9, Move Silently +6, Search +2, and Spot +9
Advancement: 5-9 HD (Medium-size); 10-12 HD (Large)
Climate/Terrain: Temperate forest
Organization: Solitary
Treasure: none

Source: Converted

Combat

The belabra attacks by ramming its foes with its hard shell body or whipping at a foe with its tentacles. It will attempt to grab its prey in its tentacles and bite with its beak.

Improved Grab (Ex): To use this ability, the belabra must an opponent of up to Medium-size with a tentacle attack. If it gets a hold, the belabra bites with its beak.

Puncture (Ex): A grappled creature automatically takes 1d4+2 points of damage from the tentacle-barbs each time it attempts to break free and fails.

Blood Spray (Ex): A successful hit on a belabra with a slashing or piercing weapon requires the attacker, and all creatures within a 10-foot spread, to succeed at a Reflex save (DC 13) or be sprayed with the creature's gray-white blood.

On a failed save, a creature is partially blinded and suffers sneezing fits for 1d6+2 rounds. An affected creature suffers a 25% miss chance in combat, loses its Dexterity bonus to AC, moves at half speed, and suffers a -2 penalty on most Strength- and Dexterity-based checks. A check that relies on vision has a 50% chance of failing.

The Belabra first appeared in the MC Appendix 3 (TSR, 1989).