Decapus
by Robert J Schwalb
Medium Aberration
Hit Dice:
4d8+4 (22 hp)
Initiative:
+2 (+2 Dex)
Speed:
10 feet, Climb 20 feet
AC:
15 (+2 Dex, +3 natural)
Attacks:
9 tentacle slams +6 melee (hanging in a tree)
Damage:
tentacle slam 1d3+3
Face/Reach:
5 ft. by 5 ft./ 5 ft. (10 ft with tentacle)
Special Attacks:
Improved Grab
Special Qualities:
Darkvision 60 ft.
Saves:
Fort+2, Ref+3, Will+4
Abilities:
Str 16, Dex 15, Con 13, Int 11, Wis 11, Cha 10
Skills:
Climb+14*, Hide+6, Listen+4, Move Silenlty+6, Spot+4, Wilderness Lore+2
Feats:
-
Climate/Terrain:
Any forest (night only)
Organisation:
Solitary
Challenge Rating:
2
Treasure:
Standard
Alignment:
Always Chaotic Evil
Advancement:
4-8 HD (medium), 9-12 HD (Large)
A strange creature, the decapus is named for its ten tentacles. These creatures appear to be large, hairy globes (often mistaken for a bizarre variety of the beholder) with ten worm-like suckered appendages protruding from the base of the globular torso. The bristly hair is usually black or brown, but the body is always a bile-green colour. In the centre of the body is a hole with innumerable teeth, all yellow and foul.
The marine variety is identical in appearance to the land dweller, except that it is hairless, and its colourations are from a light green to an azure blue.
Decapus communicate using a complex language of clicks and moans, unintelligible by most humanoids.
Combat
The decapus is helpless on the ground. Hence, if dislodged from a low hanging limb (the favoured position for attacks), it will attempt to return to its perch suffering attacks of opportunity if necessary and likely flee to fight another day, by swinging from branch to branch.
Improved Grab (Ex): Whenever the decapus makes a successful attack roll, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity (See Monster Manual Page 9 for further details).
Skills: The decapus has a +10 racial bonus to climb checks.