Tentacle Head
Humanity Corrupted
In areas corrupted by eldritch evil, some people are themselves infested with the horrific energies. Their heads are replaced with a writhing mass of tentacles that attempt to destroy any living thing around them.
Tentacle Head
Medium Aberration, Chaotic Evil
- Armor Class 13 (Natural Armour)
- Hit Points 42
- Speed 30 ft.
STR DEX CON INT WIS CHA 18 (+4) 12 (+1) 16 (+3) 5 (-3) 12 (+1) 6 (-2)
- Saving Throws Constitution +5
- Skills Athletics +6
- Damage Vulnerabilities Fire
- Damage Resistances Bludgeoning, Piercing, and Slashing from non-magical weapons, lightning
- Damage Immunities Psychic
- Senses Blindsight 30 ft., passive Perception 11
- Languages None
- Challenge 2 (450 X P)
Writhing Tentacles. When a creature starts its turn within 15 ft. of the tentacle head or enters within that distance for the first time on its turn, it must succeed on a DC 14 strength save or be grappled by the tentacle head. While grappled in this way the creature takes 1d6 piercing damage at the start of the tentacle head's turn and is restrained. The creature can escape the grapple by succeeding on a DC 14 strength check as an action.
The tentacle head can grapple up to 6 creatures in this manner at a time.
Actions
Multiattack. The Tentacle Head makes two tentacle attacks.
Tentacle. Melee Attack: +6 to hit, 15 ft. reach, one target. Hit 2d6+4 bludgeoning damage and the target has disadvantage on the save against Writhing Tentacles on its next turn.
Torture
Your
Players
Do your players complain that the game is too easy? Do you just want them to suffer for the sins of humanity or for playing on their phones at the table?
If the answer is yes, then check out Chloe's Compendium of Cruelty, a collection of nearly all my homebrew content all in one place.
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