Darktentacles (CR 7)
Alignment: Always chaotic evil
Initiative: +2 (Dex); Senses: darkvision 60 ft., tremorsense 60 ft., Listen +9, and Spot +6
Languages: Common and Aquan
AC: 18 (-1 size, +2 Dex, +7 natural), touch 11, flat-footed 16
Hit Dice: 9d8+27 (67 hp)
Fort +6, Ref +5, Will +7
Speed: 5 ft., swim 20 ft.
Space: 10 ft./15 ft.
Base Attack +6; Grapple +14
Attack: 12 slams +9 melee, or weapon +9 melee and 11 light weapons +9 melee, or weapon +7 melee and 11 weapons (at least one of which is not light) +7 melee
Full Attack: 12 slams +9 melee, or weapon +9/+4 melee and 11 light weapons +9 melee, or weapon +7/+2 melee and 11 weapons (at least one of which is not light) +7 melee
Damage: Slam 1d4+4, by weapon (damage bonus +4 for primary hand and +2 for each off hand)
Special Attacks/Actions: Constrict 2d6+6, improved grab, spell-like abilities
Abilities: Str 19, Dex 15, Con 17, Int 14, Wis 12, Cha 12
Special Qualities: enhanced multiweapon fighting, tentacle regeneration, weapon use
Feats: Combat Reflexes; Multidexterity; Multiweapon Fighting; Stealthy
Skills: Concentration +11, Hide +16, Listen +9, Move Silently +16, and Spot +6
Advancement: 10-18 HD (Large); 19-27 HD (Huge)
Climate/Terrain: Any marsh
Monster Manual II
When creatures approach, a darktentacles typically uses its charm monster and hold monster powers first, concentrating these attacks on foes who seem to be physically powerful. Thereafter, it attacks anyone who comes within reach of its tentacles. If the darktentacles manages to grab someone, it uses its wall of force ability to keep any other opponents from lending the victim assistance.
A darktentacles can use only three tentacles at once against a Small or Medium-size opponent. Against a larger foe, it can use three additional tentacles for each extra 5 feet of face the opponent has, provided that it has the reach. Against a Tiny or smaller opponent, the creature can use only one tentacle. It can use a maximum of three tentacles against all foes in any single 5-foot by 5-foot area.
Constrict (Ex): With a successful grapple check, a darktentacles can crush a grabbed opponent, dealing 2d6+6 points of bludgeoning damage.
Improved Grab (Ex): If a darktentacles hits an opponent that is at least one size category smaller than itself with a slam attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity (grapple bonus +30; includes a +16 racial bonus on grapple checks). If it gets hold, it can also constrict in the same round. Thereafter, the darktentacles has the option to conduct the grapple normally, or simply use its tentacle to hold the opponent (-20 penalty on grapple check, but the darktentacles is not considered grappled). In either case, each successful grapple check it makes during successive rounds automatically deals slam and constrict damage.
Spell-Like Abilities: 5/day - hold monster; 3/day - charm monster; 1/day - wall of force. Caster level 10th; save DC 11 + spell level.
Enhanced Multiweapon Fighting (Ex): This ability lessens the penalty for off-hand weapon use by 2 for both primary and off hands. Combined with the Multidexterity and Multiweapon Fighting feats, this ability effectively negates all attack penalties for using one or more light off-hand weapons.
Tentacle Regeneration (Ex): Foes can attack the tentacles of a darktentacles, hut only when those appendages are actually holding an opponent. A tentacle has an AC of 19 (touch 12) and can withstand 20 points of damage. The loss of a tentacle does not harm the creature (that is, the damage does not apply against its hit point total), and it regrows the limb within a day.
Tremorsense (Ex): A darktentacles can automatically sense the location of anything within 60 feet that is in contact with the ground.
Weapon Use (Ex): A darktentacles of Large size can wield a melee weapon of up to Huge size in each tentacle. It is proficient with all simple and martial melee weapons.
Skills: A darktentacles receives a +4 racial bonus on Hide checks.