Kartoeba ("Thing in the Pit")
by Jamie BatyB10 55
Large Aberration
Hit Dice: 10d8+40 (85 hp)
Initiative: -2 (-2 Dex)
Speed: 20 ft. (4 squares)
Armout Class: 13 (-1 size, -2 Dex, +6 natural), touch 7, flat-footed 13
Base Attack/Grapple: +7/+16
Attack: Tentacle +12 melee (1d4 +5)
Full Attack: 4 Tentacles +12 melee (1d4 +5)
Space/Reach: 10 ft./5 ft. (Tentacles can reach 40 ft.)
Special Attacks: Acidic maw, frightful presence, improved grab
Special Qualities: Darkvision 60ft.
Saves: Fort +7, Ref +1, Will +6
Abilities: Str 20, Dex 7, Con 18, Int 1, Wis 8, Cha 16
Skills: Climb +15, Hide -2, Listen +1, Move Silently +10, Search +5, Spot +1, Survival +1, Swim +6
Feats: Cleave, Power Attack, Stealthy, Weapon Focus (Tentacle)
Environment: Any underground
Organisation: Solitary
Challenge Rating: 9
Treasure: Standard
Alignment: Always neutral evil
Advancement: 11-20 HD (Large); 21-30 HD (Huge)
Level Adjustment: -The kartoeba has a nightmarish form - a large green mound of ooze with four 40 ft long tentacles and a hideous gaping glutinous maw. The kartoeba can move silently and climb vertical surfaces, leaving only occasional smears of slime to mark its passing. The creature only moves outdoors at night, retreating by day to the darkness of its underground lair.
Combat
The kartoeba will lash with its tentacles, attempting to grab enemies and drag them to its maw.Acidic Maw (Ex): Any target held by a kartoeba's tentacle is dragged to its maw at the rate of 10 ft/round. Once at the maw, the target is coated with an acidic slime that causes 2d6 acidic damage to the target per round. In addition this acid can quickly destroy organic and metallic objects. A character's armour, shield, and any carried items take 1d6 damage from the acid per round (ignore hardness). The slime may be scraped off as a full round action if the character escapes the hold of the tentacle.
Frightful Presence (Ex): The kartoeba can unsettle foes with its mere presence. The ability takes effect automatically whenever the kartoeba is spotted. Creatures within a radius of 60 feet are subject to the effect if they have fewer HD than the kartoeba. A potentially affected creature that succeeds on a Will save (DC 18 Cha based) remains immune to that kartoeba's frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 2d6 rounds and those with 5 or more HD become shaken for 2d6 rounds.
Improved Grab (Ex): If the kartoeba hits a medium or smaller target with a tentacle, it may start a grapple as a free action, without suffering an attack of opportunity. On the next round the kartoeba drags the held victim to its maw at the rate of 10 ft/round. If the tentacle takes 8 hp of damage (AC 18), it will drop any target grabbed.
Skills: The kartoeba gains a +8 racial bonus to any climb, move silently and search checks.