Tentaculoth

"Not even the depths of a Lovecraftian nightmare could spawn such as this indescribable creature."

- Archibald "Salad" Dressing, Simic researcher and aquanaut

Horrifying creatures that lurk deep below the seas, these yugoloths fill the same purpose under the water that an Oinoloth, Chryssaloth or Dhergoloth would fill on land; mass extermination of unprepared people.

Like Chryssaloths, Tentaculoths are stunningly fast and have viciously powerful melee capabilites that turn their killed victims into zombies. These zombies are remarkably strong, aggressive to anything other than a tentaculoth, and serve as incubators for new tentaculoths, which gestate incomporably quickly and can grow larger than their hosts in a matter of seconds. A single tentaculoth that floats over to an unprepared triton or sea elf hamlet can turn the entire population into a smack of new tentaculoths overnight.

Tentaculoths very rarely surface and move around on land, but they will if hired for a job such as exterminating a coastal village or swarming over a bronze dragon so some cruel theif can access its treasure unhindered.

Tentaculoths very closely resemble the abberations known as Grells. It is unknown whether this resemblance is a coincidence or if the two abominations are related.

Tentaculoth Zombie Medium undead, neutral evil Armor Class 8

8 Hit Points 22 (3d8 + 9)

22 (3d8 + 9) Speed 20 ft., swim 40 ft. STR DEX CON INT WIS CHA 19 (+4) 6 (-2) 16 (+3) 3 (-4) 6 (-2) 5 (-3) Damage Resistances psychic

psychic Damage Immunities poison

poison Condition Immunities poisoned

poisoned Senses darkvision 60ft., passive Perception 8

darkvision 60ft., passive Perception 8 Languages Abyssal, Infernal, Deep Speech, telepathy 120 ft. but can't speak

Abyssal, Infernal, Deep Speech, telepathy 120 ft. but can't speak Challenge 10 (0 XP) Incubation. The tentaculoth zombie holds a tentaculoth within it. The tentaculoth bursts out of the zombie when it dies, so long as the zombie did not die of fire damage. Actions Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) bludgeoning damage.

Tentaculoth Large fiend, neutral evil Armor Class 9

9 Hit Points 161 (14d10 + 84)

161 (14d10 + 84) Speed 10 ft., swim 60 ft., fly 10 ft. (hover) STR DEX CON INT WIS CHA 22 (+6) 9 (-1) 23 (+6) 17 (+3) 18 (+4) 12 (+1) Saving Throws WIS +8

WIS +8 Damage Resistances psychic

psychic Condition Immunities frigthened, prone

frigthened, prone Senses darkvision 120 ft, passive Perception 14

darkvision 120 ft, passive Perception 14 Languages Abyssal, Infernal, Deep Speech, telepathy 120 ft. but can't speak

Abyssal, Infernal, Deep Speech, telepathy 120 ft. but can't speak Challenge 10 (5,900 XP) Vestigial Lungs. The tentaculoth can breathe underwater, and can hold its breath in the air for up to an hour. Actions Multiattack. The tentaculoth an attack with its tentacles and its beak. Tentacles. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 (2d8+6) piercing damage, the target is grappled (escape DC 18) and must make a DC 18 Constitution saving throw, taking 21 (6d6) poison damage on a failed saving throw or half as much on a success. If the target fails this save by 8 or more, it is also paralyzed. Beak. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 17 (2d10+6) piercing damage plus 18 (4d8) necrotic damage. If this attack reduces a humanoid to 0 hit points, it dies and is immediately raised as a Tentaculoth Zombie.

Pictured below: a dead Tentaculoth; which, coincidentally, is the only good Tentaculoth.

Credit: X-COM: Terror from the Deep