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Portal Monster

by Jamie Baty

In the Phantom's Wake 13
Large Aberration (Extraplanar)
Hit Dice: 8d8+16 (52 hp)
Initiative: +5 (+1 Dex, +4 Improved Initiative)
Speed: 10 ft. (2 squares)
Armour Class: 20 (-1 size, +1 Dex, +10 natural), touch 10, flat-footed 19
Base Attack/Grapple: +6/+15
Attack: Tentacle +11 melee (1d4 +5)
Full Attack: 8 Tentacles +11 melee (1d4 +5)
Space/Reach: 10 ft. /5 ft.
Special Attacks: Constrict (2d6), improved grab
Special Qualities: Darkvision 60ft.
Saves: Fort +4, Ref +3, Will +9
Abilities: Str 20, Dex 12, Con 15, Int 7, Wis 17, Cha 17
Skills: Hide -3, Listen +9, Spot +9, Survival +6
Feats: Alertness, Improved Initiative, Weapon Focus (Tentacle)
Environment: Unknown Pocket Dimension
Organisation: Solitary
Challenge Rating: 7
Treasure: None
Alignment: Always chaotic evil
Advancement: 9-16 HD (Large); 17-24 HD (Huge)
Level Adjustment: -

This horrible creature exists in an unknown pocket dimension accessible from the ghostship Hollandes. It is not known if there are other paths to its dimension or if this aberration can leave its dimension. It appears as a seething mass of tentacles, each of which are covered with hundreds of tiny mouths.

Combat
The portal monster will attempt to kill any intruder into its dimension. Its favoured tactic is to grab and squeeze the life out of its foes.

Constrict (Ex): A portal monster can constrict any victims held by its tentacles for 2d6 bludgeoning damage.

Improved Grab (Ex): If the portal monster hits a medium or smaller target with a tentacle, it may start a grapple as a free action, without suffering an attack of opportunity.