On the other hand, the Tentamort is a criminally underused monster. I had to do a bit more work to translate it into Dungeon Crawl Classics terms – and I certainly didn’t want to reduce the horror of the creature in any appreciable way! I have also used fewer Tentamorts than I really should have, but this is an example of a design where a little can go a very long ways indeed!
If you feel like tipping, here is a way to do so.
Tabaxi
Tabaxi: Init +4;
Atk Claw +1 melee (1d3) or bite +0 melee (1) or by weapon +1 melee (by weapon);
AC 14; HD 2d6; MV 40’ or climb 20’; Act 1d20; SP Detect traps +10, move
silently and hide in shadows +7; SV Fort +2, Ref +5, Will +0; AL C.
The tabaxi are extraordinary hunters, taking their prey through surprise and quick ambush. Two of them will often chase an animal directly onto the claws of a third. They have learned how to avoid detection by disguising their scent with aromatic herbs. This, combined with their natural camouflage and ability to move quickly and silently, makes them deadly opponents in the tropical forest. Like other cats, they will sometimes “play” with their wounded prey until it expires.
Tabaxi are also very adept at recognizing a trap for what it is – even if the trap is very carefully hidden and cunningly constructed. Their ability to find traps does not extend beyond their habitat (to dungeons or cities, for example). They are tool-users when they find it convenient to be so. Their tools usually consist of bone or wood, but tabaxi have an amazing aptitude for weaponry, and can discover the use of a weapon, and become adept in its use, in a remarkably short time so long as the weapon is not overly complex.
Tabaxi are tall and lithe and move with the smooth-easy grace of cats. Their fine fur is tawny and striped with black, in a pattern similar to that of a tiger. They wear no clothing. Their eyes are green-yellow with catlike slit-pupils, and they have retractable claws. They may speak a small amount of the common tongue in addition to their own language, but do not engage in trade, as they consider it demeaning.
Tentamort
Tentamort: Init
+3; Atk Tentacle +2 melee (1d6 plus grapple and special); AC 17 or 19; HD 2d8 +
2d8 + 4d8; MV 10’ or climb 10’; Act 2d20; SP Strange senses 100’, grapple, pin,
constrict, digestive fluid; SV Fort +5, Ref +7, Will +0; AL C.
The tentamort is a 2-foot diameter sphere from which grow a plethora of small suckered tentacles for ambulation and two large (10 foot long) tentacles used for attacks. These long tentacles are effectively separated from the main body of the creature – they can attack independently, and damage done to them does not affect the core hit points of the main body. The body and each tentacle is considered a separate target when the creature is attacked by missile weapons or spells. However, if the main body is killed, both tentacles become dormant. Tentamorts have no external sense organs, but they are somehow able to sense their surroundings within 100 feet.
The two attacking tentacles can be up to 5 inches diameter. One is a powerful constrictor, and successfully hit targets must succeed in a DC 12 Strength check or be successfully grappled, receiving automatic constriction damage (1d6) each round. Worse, a grappled character must make a Reflex save – if the result is less then 10, both of the victim’s arms are pinned, from 10-14, one arm is pinned, and from 15 or better the victim has free use of both arms. It requires a DC 20 Strength check or a successful Mighty Deed of 5+ to escape a tentamort’s grapple.
The other long tentacle has a six-inch-long hollow needle of bone at its end. It can also grapple a victim (with the same effects; Strength DC 10 negates), but it does not constrict; instead, the tentamort can insert its bone needle into its victim’s flesh on its next action (no attack roll needed), paralyzing the victim unless they succeed in a DC 15 Fort save. Over the next 1d3 rounds, the needle injects a saliva-like fluid into the victim, causing the victim's internal organs to soften. The creature can then suck the internal organs out of the victim’s body through the needle, causing 2d6 damage each round.
If the tentacle is killed while the fluid is still being injected, the victim takes 1d3 damage each minute until the process is halted with even 1 HD of magical healing used for that purpose. If the fluid has been fully injected, the victim takes 1d3 damage each round, and must receive 2 HD of magical healing used for that purpose for the damage to halt. A successful casting of neutralize poison or disease is also effective.
So long as any part of a tentamort survives, the strange creature will eventually heal and become whole.
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