# Tunnel Terror >[!rimg]+ > ![[Placeholder2.png]] <div class="grid-container"><div class="MON">Tunnel Terror</div> <div class="CR">CR 15 (51,200 XP)</div> <div class="SOU">Fiend Folio</div> <div class="SYS">Dungeons & Dragons 3.5</div></div> NE Huge Aberration (psionic) **Init** +6 **Senses** darkvision 60 ft., tremorsense 60 ft.; **Perception** +23 #### defense **AC** 18, 10 touch, 16 flat-footed (+2 Dex, +8 natural, -2 size) **hp** 143 (15d8+75) **Fort** +12, **Refl** +9, **Will** +12 **Feint** 22, **Demoralize** 26 #### offense **Speed** 20 ft., climb 10 ft. **Melee** 2 tentacles +18 (1d8+9 plus grab) **Space** 15 ft., **Reach** 10 ft. **Special Attacks** constrict (1d8+13), engulf, suffocate **Spell-Like Abilities** (CL 12th, Concentration +15) > **At will**— _arcane eye_, _bear's endurance_, _bull's strength_, _cat's grace_, _prying eyes_, _stone shape_, _telekinesis_, _wall of stone_ #### statistics **Str** 28, **Dex** 15, **Con** 20, **Int** 11, **Wis** 13, **Cha** 16 **BAB** +11, **CMB** +19, **CMD** 31 (can't be tripped), **TA** +18, **RTA** +11 **Feats** [[Alertness]], [[Cleave]], [[Great Fortitude]], [[Improved Initiative]], [[Iron Will]], [[Lightning Reflexes]], [[Power Attack]], [[Skill Focus]] (Stealth), **Skills** Climb +35, Knowledge (dungeoneering) +15, Perception +23, Stealth +22 (+26 in tunnels) **Racial Modifiers** +4 Stealth (in tunnels) **Languages** Aklo (Cannot speak) **SQ** freeze, gaping maw #### special abilities ### Engulf (Ex) If a tunnel terror begins its turn grappling a creature occupying its space, it can attempt to pin that creature by closing its gaping maw as a free action. Any creatures successfully engulfed take 1d8+13 damage in addition to damage taken from the successful pin. Engulf is a special form of pinning, and an engulfed creature can escape in the same way as he can from being pinned, but since an engulfed creature is contained wholly inside the tunnel terror’s maw, the creature’s victim cannot be targeted by effects or attacks that require line of sight or line of effect. A tunnel terror that is grappling or pinning a foe in this manner cannot pull more creatures into its space, but is otherwise unaffected. A tunnel terror can attempt to pin any number of creatures in its space without penalty. If one or more creatures are successfully engulfed, any remaining creatures within its space are ejected to the nearest available space. ### Freeze (Ex) A tunnel terror can hold itself so still with its gaping maw open that it appears to be a tunnel. A tunnel terror that uses freeze can take 20 on its Stealth check to hide in plain sight as a tunnel. ### Gaping Maw While its mouth is open, any creature of equal size or smaller than the tunnel terror can enter (or be forced into) the tunnel terror's space. Creatures within a tunnel terror's space is automatically entangled. A tunnel terror can open or close its maw as a free action, potentially engulfing creatures within its space. ### Suffocate (Ex) Creatures who take constrict damage from a tunnel terror must succeed on a DC 22 Fortitude save or being suffocating. Even if it succeeds at this save, the creature can’t breathe, speak, or cast spells with verbal components while it remains grappled. #### ecology **Terrain** Any underground **Organization** Solitary or pair **Treasure** None **Advancement** 19–32 (Huge); 33–54 (Gargantuan) In the depths of the earth, tunnel terrors (also known as rock-worms) carve out treacherous mazes and pitfalls that misdirect unsuspecting wanderers into their great maws. These bizarre predators are distantly related to delvers. A tunnel terror looks like a gigantic stony worm that has been hollowed out, leaving only a thick, tubular hide. It has two flat tentacles, each positioned at one end of its body. When at rest, these tentacles are outstretched and blend in with a tunnel ceiling or wall. Tunnel terrors have no eyes or ears. They use psionic abilities and tremorsense to interact with their environment. ### Combat Tunnel terrors keep their lairs under constant surveillance with their divination abilities. When prey is near, they use psionics to strengthen their combat abilities, and then they lie in wait for the perfect moment to strike. Creatures stepping into a tunnel terror’s space suddenly find themselves engulfed as the beast contracts to wrap around its prey. Wrapped creatures are ground into paste from the violent constriction and then absorbed into the terror’s wall lining. While digesting a meal, a tunnel terror keeps other foes at bay with tentacle attacks, usually triggering traps that bury or seal off its enemies. If discovered before it has victims within its maw, it will lash out to grab a victim, move it into its space, and close its maw.