Pochy's D&D ReferenceCampaignsTransdimensional CouncilBestiaryAberrant Twisthorror

Aberrant Twisthorror CR 15

“Twisting tentacles and two mighty claws emerge from a vile, chitinous body. At the center of its body is a single, large red eye, and adorning its horned head, a mouth of twisting teeth gnashes.”

See https://www.d20pfsrd.com/bestiary/monster-listings/aberrations/tentacled-horror/ and https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/black-magga

XP 51,200

CE Gargantuan aberration

Init +4;

Senses darkvision 60 ft., tremorsense 30 ft.; Perception +21; Aura insanity (sight, DC 23)

No Breath (Ex)

Defense

AC 30, touch 6, flat-footed 30 (+24 natural, –4 size)

HP 232 (15d10+150); regeneration 5 (cold or fire)

Fort +19, Ref +11, Will +8

DR 15/cold iron and magic; Immune death effects, mind-affecting effects, petrification, polymorph; Resist acid; SR 21

Offense

Speed 30ft., climb 30 ft., fly 20 ft. (good)

Melee 2 claws (2d6+13)/19-20, 2 tentacles +19 (2d6+6 plus grab or pull (5ft.)), 1 bite (2d8+6/19–20 plus 1d6 Wisdom damage)

Space 20 ft.; Reach 20 ft.

Special Attacks transdimensional tentacles, constrict (2d6+11), soul drain

Spell-Like Abilities (CL 15th; concentration +20)

  • Constant—invisibility purge
  • At will—death knell (DC 17), Conjuration Foil (DC 23)
  • 3/day—demand (DC 23), dimensional anchor, divination, dominate person (DC 20), greater command (DC 20)
  • 1/day—commune, dream, unhallow

Statistics

Str 37, Dex 10, Con 31, Int 14, Wis 16, Cha 20

Base Atk +15; CMB +32 (+36 grapple); CMD 42 (can’t be tripped)

Feats Ability Focus (aura of insanity), Awesome Blow, Improved Bull Rush, Blind-Fight, Cleave, Critical Focus, Improved Critical (claw), Iron Will, Lightning Reflexes, Power Attack, Widen Spell

Languages Aklo, Goblin, Undercommon

Skills Bluff +19, Intimidate +22, Knowledge (arcana) +20, Knowledge (dungeoneering) +17, Perception +21, Sense Motive +18

Tactics

This creature will attempt to grapple a target with its tentacles and thereafter use its mighty claws to tear into the flesh of its opponent. Once the enemy is dead or near-dead, it will use its bite attack to inflict enough Wisdom damage to drain the soul of its target.

Often a Twisthorror will use its Transdimensional Tentacles and Autonomous Limbs to grapple other targets while using its own claws and bite to pin down and slay a single target. The Twisthorror will often use its Awesome Blow feat to slam its target into an obstacle where it can then attack its prone body.

Special Abilities

Aura of Insanity (Su)

Creatures with less than 6 HD that view a Twisthorror must make a DC 25 Will save or be affected as if by an insanity spell (caster level 15th). Creatures of 2 HD or less are not only driven mad but are also compelled to worship the tentacled horror as a god (as if affected by a charm person spell, caster level 15th). Only a restoration, greater restoration, miracle, or wish spell can restore the mind of one driven insane by a tentacled horror. The save DC is Charisma-based and includes +2 for its Ability Focus feat.

Autonomous Limbs (Su)

A Twisthorror’s tentacles possess minds of their own and will attempt to attack, grapple, and constrict targets within reach. Without the Twisthorror directing them as part of an action, however, they will remain wherever they are. Additionally, the Twisthorror’s tentacles can maintain a grapple and constrict entirely on their own, thereby allowing the Twisthorror the freedom to attack and even grapple other targets with its claws or bite.

Upon the Twisthorror’s death, the tentacles live for an additional 1+1d4 rounds, gaining half of the Twisthorror’s maximum HP and all of its base statistics. The tentacles will not move but will attempt to attack and strangle any within its reach. They are considered mindless.

Linked Limbs (Su)

A Twisthorror’s tentacles, while somewhat separate, can be attacked. Any damage taken by the tentacles while still linked is reduced by half before being applied to the Twisthorror. The tentacles share the Twisthorror’s DR, resistances, and immunities.

Transdimensional Tentacles (Su)

Twisthorror’s tentacles allow it to see into and infiltrate the Ethereal Plane and the Plane of Shadow while it is on the Material Plane. This allows it not only to be aware of these planes and the creatures there, but also to shift its tentacles through these planes to attack their inhabitants. The Twisthorror can even phase its tentacles in and out of existence, effectively reaching through walls and other solid barriers to attack foes on the other side, provided that area is not warded by a dimensional lock or similar effect. It can grapple foes with its tentacles normally, but cannot pull grappled foes or objects through planes as its tentacles shift between them.

Warp Dimensions (Su)

A Twisthorror’s presence distorts the dimensions. Any creature that attempts to utilize a teleportation effect while within 300 feet of the Twisthorror must succeed at a DC 21 caster level check or the teleport effect fails. If the effect fails, the creature that attempted to create that effect must succeed at a DC 27 Fortitude save or be nauseated for 1d6 rounds. The save DC is Constitution-based.

Soul Drain (Su)

If the Wisdom damage from a Twisthorror’s bite attack equals or exceeds an opponent’s actual Wisdom score, rendering the victim helpless, the Twisthorror can devour that creature’s soul as a standard action that provokes an attack of opportunity. This attack kills the victim. The dead victim can resist having her soul eaten by making a (DC 17) Fortitude save; success means she is still dead, but can be restored to life normally. If she fails this save, her soul is consumed by the Twisthorror. A victim slain in this manner cannot be returned to life with clone, raise dead, or reincarnation. She can be restored to life via resurrection, true resurrection, miracle, or wish, but only if the caster can succeed on a DC 30 caster level check. If the Twisthorror is killed within 120 feet of its victim’s corpse, and the victim has been dead for no longer than 1 minute, the victim’s soul returns to her body and restores her to life, leaving her unconscious and at –1 hit point. This is a death effect. The save DC is Constitution-based.

Ecology

Twisthorrors often reside deep underground or in the hearts of asteroids. When in the reaches of space, they often sleep for hundreds, if not thousands, of years waiting for any creature to make the mistake of waken it to become its next meal. Otherwise, they often become revered as a god by cultists and otherwise who provide it enough sentient creatures so as to satiate its hunger.

Twisthorrors do not commune with one another, and if two do ever meet, then they will inevitably attempt to kill and consume the other.

On occasion Twisthorrors will ally with creatures, but only towards the ends of securing more souls to devour. Most often Twisthorrors will simply be used as a death trap for the ends of a more scheming creature – something that Twisthorrors will acquiesce to so as to ensure a meal.