Close to 100 feet long and about 1/2 as thick is this cross between a squid and an ancient horror. Spoken of in many a Sailor Town across the world. It's unknown if there is only one, a few or an entire race as only 1 at a time has been seen (as of yet). As the description is always the same it is hard to discern. Ranging from a deep red to an eerie purple depending on the light. This beast emerges from the sea. It has been seen in both deep and shallow waters but always on an ocean. If lucky the prey will have a vantage point to see movement in the water but, generally the attack is a complete surprise 90% of the time (Roll 1d10).
The initial attack hits with such force that the vessel is severely rocked (boats of small size Under 20' have a 90% chance of being capsized destroyed or both (D10 for result). After the initial attack all 12 tentacles are brought into play. several will adhere to and creep about the vessel for anchorage and exploration. In general, 4 or 5 of the tentacles will be used to attack. There are 3 types of physical attack that are deployed.
1 = Tentacles will seek out players to grapple and squeeze (save vs Dex or be grappled and restrained) doing 3-18 (3D6) damage. After which the prey will be moved towards the maw at 10 feet per round if resisted or 30 feet if not. Chance to break free every round with a Save vs Strength at disadvantage.
2 = Tentacle will be used to hit and throw the prey. On a successful hit (Save vs Dex or) be thrown (D4 x 10 FT) away from the beast. Damage is (2D12) from the initial strike. If the creature is thrown damage taken at landing will be assessed by DM depending on situation.
3 = The most devastating attack is when the beast gets a creature near the mouth. The monster will bring the prey to its open maw and swallow it whole. Players must Save vs Con or be completely immobilized and start taking Acid damage of 4 - 15 (D12 x 1 + 3) per round. If save is successful the prey has use of either legs or arms (Percentile Roll - 50% chance - 1-50 = Legs 51 - 00 = Arms).
If more than 60 points of damage are inflicted on the beast it will release everything except swallowed prey and retreat. There is a 50% chance the beast will stalk and re attack if it has 1/2 hit points or more.
- Skill Proficiencies: SPECIAL ABILITIES
Once per day the Beast can use any of the following abilities.
Brother from above - calls down 1-6 bolts og lightning each doing 2 - 24 (2D12) damage. Normal save applies.
Cataclysm - brings forth a whirlpool measuring 30 feet in circumference causing small ships to be destroyed and submerged and knocking all on a large ship to the prone position. Save vs Dex per round or be continually prone and unable to attack. Chance of sliding off the deck to water.
Call Phenomenon - With this skill one of several affects may be used. Only one at a time and only once a day.
- Call forth a Thunderstorm of harrowing force.
- Bring forth a wave of 20 feet high and 100 feet across that does severe damage to vessels and Save vs Dex or be swept overboard.
- Materialize a Fog Bank of 300 foot in circumference.
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