Huge natural magical beast
Level 27 Elite Controller XP 22000

Initiative +16        Senses Perception +21; Darkvision
Demonic Stench (Poison) aura 4; living enemies who start their turns in the aura take 10 poison damage and are slowed until the start of their next turn.
HP 496; Bloodied 248
AC 41; Fortitude 42, Reflex 37, Will 37
Immune disease
Saving Throws +2
Speed 6, swim 6; see also tentacle dash
Action Points 1

Tentacle (standard, at-will)

+31 vs Reflex; 3d8+9 damage, and the target is grabbed. While the target is grabbed, it is also dazed. Reach 8

Filthy Bite (standard, at-will) Disease, Poison

+31 vs Fortitude; 2d8+4 damage, plus ongoing poison 10 (save ends) and the target is exposed to slimy doom disease. Reach 2

Dual Threat (standard, at-will) Disease, Poison

Gargmanethka makes two tentacle attacks, or one tentacle attack and one filthy bite attack.

Reel (minor 2/round, at-will)

Targets one creature grabbed by Gargmanethka; +31 vs. Fortitude; on a hit, Gargmanethka slides the target 5 squares (but never more than 8 squares away from it). Gargmanethka can target any specific grabbed target only once per turn with this power.

Carrion Spittle (standard, recharge ) Disease, Poison

Close burst 5; 4d10+9 poison damage and the target is exposed to slimy doom. Effect: The area of the burst is difficult terrain until the end of Gargmanethka’s next turn.

Tentacle Grab

Gargmanethka can grab with up to two tentacles at a time. While grabbing an enemy, it can act normally, but it can’t use that tentacle for another attack. Enemies can attack the tentacle to make Gargmanethka let go of a grabbed creature; the tentacle’s defenses are the same as Gargmanethka’s. An attack that hits the tentacle does not harm Gargmanethka but causes it to let go and retract the tentacle.

Tentacle Dash (move; recharge )

Using its tentacles to haul itself along, Gargmanethka can either shift 3 squares or move 12 squares. It cannot sustain a grab in the same turn that it uses tentacle dash.

Spying Eye

Gargmanethka can hide beneath murky water or refuse, leaving only its eyestalk exposed. While doing so, it gains a +10 bonus to Stealth checks but is immobilized.

Alignment Chaotic Evil        Languages Abyssal
Skills Religion +24, Stealth +21
Str 29 (+22)      Dex 16 (+16)      Wis 26 (+21)
Con 24 (+20)      Int 22 (+19)      Cha 24 (+20)

Published in Dragon Magazine 376, page(s) 17.