# Tunnel Terror >[!rimg]+ > ![[Placeholder2.png]] > >[!debug]+ > >tentacle slapsMelee/Ranged: +18/+11 > >Secondary: +13/+6 > >Multiattack: +16/+9 > >M/R_PA: +15/+8 > >2nd/PA: +10/+3 > >MA_PA: +13/+6 > >Itterative: 3 > > xDmg:: Str: +9; Str2: +13; StrOH: +4; StrPA: +15; StrPA2H: +22; StrPAOH: +7 > > xDCs:: Str: 26; Dex: 19; Con: 22; Int: 17; Wis: 18; Cha: 20 > > xFeat:: 7/8 (1) > > > > > > xLang:: 0/0 (0) <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 **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** 135 (15d8+75) **Fort** +12, **Refl** +9, **Will** +10 **Feint** 22, **Demoralize** 26 #### offense **Speed** 20 ft., climb 10 ft. **Melee** 2 tentacle slaps +18 (1d8+9) **Space** 15 ft., **Reach** 10 ft. **Special Attacks** camouflage, engulf, suffocating constriction, tremorsense **Spell-Like Abilities** (CL 12th; Concentration +15) > **At will**— arcane eye, bull's strength, cat's grace, endurance, prying eyes, stone shape, telekinesis (DC 18), wall of stone #### statistics **Str** 28, **Dex** 15, **Con** 20, **Int** 11, **Wis** 13, **Cha** 16 **BAB** +11, **CMB** +19, **CMD** 31, **TA** +18, **RTA** +11 **Feats** [[Alertness]], [[Great Fortitude]], [[Improved Initiative]], [[Lightning Reflexes]], [[Power Attack]], [[Skill Focus]] (Hide), [[Skill Focus]] (Move Silently) **Skills** Climb +35, Knowledge (dungeoneering) +15, Perception +23, Stealth +16 **Languages** #### special abilities ### Camouflage (Su) Since a tunnel terror looks like a part of the tunnel when at rest, it takes a DC 20 Perception check to notice it before it attacks. ### Engulf (Ex) A tunnel terror can engulf one Large or smaller foe that has stepped into its body by making a successful grapple attempt against its foe. This move does not provoke an attack of opportunity. Engulfed victims are entangled and automatically take damage from suffocating constriction (see below). If the tunnel terror gets a hold, it is free to use its tentacles to strike at other targets while it constricts. Attacks made on an engulfing tunnel terror deal half their damage to the monster and half to the trapped victim. ### Suffocating Constriction (Ex) An engulfed creature takes 1d8+13 points of bludgeoning damage, has no air to breathe, and begins to suffocate. ### Tremorsense (Ex) Tunnel terrors can automatically sense the location of anything within 60 feet that is in contact with the ground. #### ecology **Organization** Solitary or pair **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 mis- direct unsuspecting wanderers into their great maws. These bizarre predators are distantly related to delvers. A tunnel terror looks like a gigan- tic 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 ten- tacles are outstretched and blend in with a tunnel ceiling or wall. Tunnel terrors have no mouth, eyes, or ears. They use psionic abilities and tremorsense to interact with their environment.