Deepspawn (CR 10)

Huge Aberration
Alignment: Usually chaotic evil
Initiative: +1 (Dex); Senses: darkvision 60 ft., Listen +20, and Spot +20
Languages: Aquan, Common, Draconic, Giant, and Undercommon


AC: 18 (-2 size, +1 Dex, +9 natural), touch 9, flat-footed 17
Hit Dice: 14d8+98 (161 hp)
Fort +11, Ref +5, Will +12
Speed: 20 ft., swim 20 ft.
Space: 15 ft./20 ft.
Base Attack +10; Grapple +27
Attack: +1 battleaxe +18 melee or bite +17 melee
Full Attack: +1 battleaxe +16/+11 melee and 2 morningstars +15 melee and 3 bites +15 melee
Damage: +1 battleaxe 1d8+10/x3, morningstar 1d8+4, bite 2d6+4
Special Attacks/Actions: Constrict 2d6+13, improved grab, spell-like abilities
Abilities: Str 29, Dex 13, Con 24, Int 17, Wis 16, Cha 10
Special Qualities: immunity to poison, spawn, SR 23
Feats: Cleave; Improved Bull Rush; Multiattack; Multiweapon Fighting; Power Attack
Skills: Craft (trapmaking) +20, Diplomacy +2, Hide +10, Knowledge (dungeoneering) +10, Listen +20, Sense Motive +13, Spot +20, Survival +3 (underground +5), and Swim +17
Advancement: 15-27 HD (Huge); 28-42 HD (Gargantuan)
Climate/Terrain: Underground
Organization: Solitary or brood (1 plus 3-6 spawn)
Treasure/Possessions: Double standard

Source: Lost Empires of Faerûn

Constrict (Ex): A deepspawn deals automatic bite damage with a successful grapple check. An arm that is currently being used to constrict an opponent cannot also make bite attacks.

Improved Grab (Ex): To use this ability, the deepspawn must hit with a bite attack. If it wins the grapple check, it establishes a hold and can constrict.

Spell-Like Abilities: At will - detect thoughts, water breathing (self only); 3/day - hold monster (DC 15); 1/day - heal (self only). The save DCs are Charisma-based.

Spawn (Ex): A deepspawn is usually encountered with one to three of its spawn-monsters of CR 4 to 6. Spawn are fanatically loyal to the deepspawn that spawned them and willingly fight to the death to defend it. To determine what kind of spawn accompanies any given deepspawn, roll d% and consult Table 11-1.

Deepspawn Spawn
d%Spawn
01-15Displacer beast (CR 4)
16-30Minotaur (CR 4)
31-40Manticore (CR 5)
41-50Troll (CR 5)
51-60Digester (CR 6)
61-70Ettin (CR 6)
71-100NPC adventurer, level 1d3+3

A deepspawn can spawn only creatures identical to those it has physically consumed. Each spawn possesses even the learned abilities (such as class level, skills, and spells known) of the original but retains only dim memories of its former life. Only Large or smaller corporeal, living creatures native to the Material Plane can be spawned. After spawning, a deepspawn must wait 4d6 days before doing so again.

p>Deepspawn are voracious creatures that crave intelligent prey. Despite their bulk and bizarre appearance, they are highly intelligent and patient opponents. They frequently dispatch their spawned minions to lure new victims to their lairs with promises of wealth and magic.

A deepspawn usually wields three weapons sized for Medium creatures in its manipulative tentacles and bites with the jaws on its feeding tentacles. The deepspawn described in the statistics block above is armed with a +1 battleaxe and two morningstars, but other deepspawn may possess other weapons. A deepspawn is proficient with all simple and martial weapons.

An opponent can attack a deepspawn's tentacles as if they were weapons. Each of a deepspawn's tentacles has 20 hit points. If the deepspawn is currently grappling an opponent with the tentacle under attack, it usually uses another limb to make its attack of opportunity. Severing a deepspawn's tentacle deals 10 points of damage to the creature. A deepspawn regrows any severed tentacles in 1d10+10 days.

Deepspawn often fight from the cover of foul pools or mounds of slippery, shifting coins.