Large aberrant magical beast (aquatic, ooze)
Level 3 Elite Controller XP 300

HP 92; Bloodied 46Initiative +0
AC 17, Fortitude 16, Reflex 14, Will 15Perception+8
Speed 6, swim 6Darkvision, tremorsense 10
Immune sleep
Saving Throws +2; Action Points 1


All-Around Vision

Enemies can’t gain combat advantage by flanking the darktentacles.


The darktentacles can breathe underwater. In aquatic combat, it gains a +2 power bonus to attack rolls against nonaquatic creatures.


While squeezing, the darktentacles moves at full speed rather than half speed, it doesn’t take the -5 penalty to attack rolls, and it doesn’t grant combat advantage for squeezing.

Standard Actions

Tentacle Drag At-Will

Attack: Melee 4 (one creature); +6 vs. Reflex

Hit: 2d6 + 4 damage, and the darktentacles pulls the target up to 3 squares.

Flailing Tentacles At-Will

Attack: Close burst 2 (enemies in the burst); +8 vs. AC

Hit: 2d6 + 4 damage.

Mesmerizing Tentacles (charm) Recharge when first bloodied

Attack: Melee 4 (one creature); +6 vs. Will

Hit: The target is dominated (save ends).

Miss: The target is immobilized (save ends).

Skills Bluff +8, Insight +8, Stealth +5
Str 17 (+4)                Dex 9 (0)                Wis 14 (+3)
Con 14 (+3)                Int 13 (+2)                Cha 15 (+3)

Alignment Chaotic Evil        Languages Common, Deep Speech, Draconic

Published in Halls of Undermountain, page(s) 90.