The Dragonlance Nexus

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Wyndlass

D&D 3e (3.0/3.5) Rules

by André La Roche


Huge Aberration
Hit Dice:
12d8+12 (89)
Initiative: +2
Speed: 15 feet
AC: 17 (+10 Natural, -2 Size, -1 Dex)
Attacks: Ten Tentacle Slams +17 melee, Bite +15 Melee
Damage: Tentacle Slam 1d6+9, Bite 1d4+9
Face/Reach: 5 ft. by 20 ft./ 15 ft.
Saves: Fort + 7, Ref + 3, Wil +8
Abilities: Str 28, Dex 8, Con 12, Int 6, Wis 10, Cha 4
Skills: Hide +14, Spot +5
Feats: Great Fortitude, Improved Initiative, Multiattack
Climate/Terrain: Temperate/Forest and Swamp
Organization: Solitary
Challenge Rating: 10
Treasure: Standard coins
Alignment: Always Neutral
Advancement: 13-15 HD (Huge)

The dreaded Wyndlass is the subject of Krynnish tales told to frighten young children. However the tales are true. This beast lairs in either swamps or forests, secreting an oil-like substance that mixes with the surrounding dirt to create a quicksand-like substance.

A wyndlass resembles a large black octopus with two clusters of five barbed tentacles that are each 15 feet long.

Combat

Wyndlasses prefer to wait their victims out. If a creature comes close to the Wyndlass's lair, or stumbles into it, then the beast uses grapple attacks with ferocity, its barbed tentacles reaching to submerge its victim beneath the quicksand where it will drown. It will only attack one person with each cluster of its tentacles.

Quicksand Lair (Ex): Treat this as the "Flooding Room Trap" once a creature steps into it. (Dungeon Master's Guide, Page 115) Except the search DC is 25, and it cannot be disabled.

Barbs (Ex): The barbs on a Wyndlass's tentacles do 3d6 damage for each cluster wrapped around characters it is grappling with. This damage is reduced to 1d6 if the victim has an AC bonus of at least +6 without Size or Dexterity modifiers.

Skills: The Wyndlass gets a +5 racial bonus to all Hide checks and +2 racial bonus to all Spot checks.

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