Silt Horror - Monsters

Silt Horror
Huge aberrant beast (blind)
Level 12 Solo Lurker XP 3500

HP 496; Bloodied 248Initiative +14
AC 26, Fortitude 24, Reflex 23, Will 21Perception+9
Speed 2, burrow 6 (loose earth only)Tremorsense 20
Immune blinded, gaze
Saving Throws +5; Action Points 2

Traits

Regenerating Tentacles

Whenever the silt horror starts with fewer than four tentacles within 20 squares of it, a number of tentacles appear so that the number of tentacles within 20 squares of it equals four. These tentacles appear in unoccupied squares aboveground (even if the silt horror is underground), and the silt horror chooses what kind of tentacles appear: constricting tentacle, raking tentacle, or sweeping tentacle. The tentacles roll initiative when they appear, acting on their own turns.

Standard Actions

(⚔) BiteAt-Will

Attack: Melee 1 (one creature); +17 vs. AC

Hit: 2d10 + 9 damage.

Chomping MawRecharge when the silt horror starts its turn completely underground

Attack: Melee 1 (one or two creatures grabbed by a tentacle); +17 vs. AC

Hit: 4d12 + 8 damage.

Miss: Half damage.

Move Actions

SubmergeRecharge when the silt horror starts its turn on the surface

Effect: The silt horror burrows its burrow speed to a space that is completely underground. This movement does not provoke opportunity attacks.

Triggered Actions

Fling AwayAt-Will

Trigger: An enemy reduces a tentacle to 0 hit points with a melee attack.

Effect (Immediate Interrupt): The triggering tentacle can make a melee basic attack against the triggering enemy as a free action. If the attack hits, the tentacle deals 10 extra damage and pushes the target 5 squares instead of grabbing it.

Skills Stealth +15
Str 22 (+12)                Dex 18 (+10)                Wis 16 (+9)
Con 20 (+11)                Int 2 (+2)                Cha 12 (+7)

Alignment Unaligned        Languages -

Published in Dark Sun Creature Catalog, page(s) 86, Dungeon Magazine 202.