Embrac (CR 7)

Large Aberration
Alignment: Often neutral
Initiative: -1 (Dex); Senses: darkvision 60 ft. and Spot +8


AC: 15 (-1 size, -1 Dex, +7 natural), touch 8, flat-footed 15
Hit Dice: 11d8+22 (71 hp)
Fort +7, Ref +2, Will +10
Speed: 20 ft.
Space: 10 ft./10 ft.
Base Attack +8; Grapple +16
Attack: Tentacle +11 melee
Full Attack: 4 tentacles +11 melee and bite +9 melee
Damage: Tentacle 2d4+4 plus poison, bite 2d6+2
Special Attacks/Actions: Constrict 2d4+6, improved grab, poison, psionics
Abilities: Str 18, Dex 8, Con 15, Int 4, Wis 13, Cha 9
Special Qualities:
Feats: Great Fortitude; Iron Will; Multiattack; Power Attack
Skills: Hide +2 (+6 underground) and Spot +8
Advancement: 12-16 HD (Large); 17-33 HD (Huge)
Climate/Terrain: Underground
Organization: Solitary or pair
Treasure: 50% normal

Source: Lords of Madness

Combat

When prey comes within reach, an embrac lashes out with a tentacle. Although the monster has eight tentacles, it can use only four to attack in the same round; it uses its remaining tentacles to gain leverage and hold its place.

An opponent can make sunder attempts against an embrac's tentacles as if they were weapons. An embrac's tentacles have 10 hit points each. If an embrac is currently grappling a target with one tentacle, it uses another to make its attack of opportunity against the sunder attempt. Severing an embrac's tentacle deals 5 points of damage to the embrac. An embrac regrows severed tentacles in 1d10+10 days.

Constrict (Ex): An embrac deals 2d4+6 points of damage with a successful grapple check.

Improved Grab (Ex): To use this ability, an embrac must hit with its tentacle attack. It can then attempt to start a grapple as a free action without provoking attacks of opportunity. If it wins the grapple check, it establishes a hold and can deal constrict damage.

Poison (Ex): Injury, Fortitude DC 17, initial and secondary damage 1d4 Srr. The save DC is Constitution-based.

Psionics (Sp): 3/day - crushing despair (DC 13), deep slumber (DC 12), sound burst (DC 11); 1/day - displacement. Caster level 7th. The save DCs are Charisma-based.

Skills: An embrac has a +4 racial bonus on Hide checks in underground or rocky areas, due to its coloration.