TANGLEMOUTH
FREQUENCY: Rare
NO. APPEARING: 1-2
ARMOR CLASS: 5
MOVE: 12"
HIT DICE: 4
% IN LAIR: 20%
TREASURE TYPE: C, E
NO. OF ATTACKS: 2
DAMAGE/ATTACK: 1-8, 1-8
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: Animal
ALIGNMENT: Neutral
SIZE: L (20' long)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil
Tanglemouths are worm-like creatures and are usually found in large cave systems or similar underground places. They prey on the creatures found in such locations and thus may decide to attack adventuring parties, especially if a group contains dwarves and/or gnomes. Despite their size, they are ambush predators and use darkness, their colouration and their sinuous bodies assist with their concealment, and thus they surprise on a roll of 1-3. Although blind, their sense of smell is acute and they can detect other creatures out to a range of 200 yards.
Their preferred method of attack is to ambush at a distance using blobs created by the numerous tendrils surrounding their mouths. This a gelatinous yellow substance resembling wax which they use to incapacitate their prey. They can spit a blob once per round up to 30 feet. When any blob successfully strikes a target, it instantaneously explodes in a great mass of sticky tendrils which quickly wrap themselves around the victim with various effects (rolled on 1d6):
- Target's hand and any object(s) it holds become glued to a nearby part of the body. Hand can be broken free (but still covered by tendrils) in 2 rounds.
- Target's foot is glued to the floor. Can be broken free (but still covered by tendrils) in 2 rounds.
- Target's head and any objects worn on it (helmet, etc) completely covered. Hearing impaired, vision occluded. If face uncovered, target will suffocate at the rate of 1 hit point per round. Can be broken free can (but still covered by tendrils) in 3 rounds.
- Target's body covered from waist upwards to shoulders, but head unaffected. Arms rendered immobile. Can be broken free can (but still covered by tendrils) in 6 rounds.
- Target's body covered from the waist down and glued to floor. Can be broken free can (but still covered by tendrils) in 6 rounds.
- Target's body almost entirely covered, rendering them immobile. Hearing
impaired, vision occluded. Target will suffocate at the rate of 1 hit
point per round. Can be broken free can only by using certain substances (see below) in 1d10+4 rounds. If the target is Large-sized, this will take 1d10+10 rounds.
A victim may have broken free of the substance but will still have the remains of it attached to them (i.e. they may have freed their hand but the object(s) it is grasping are still glued to it). The substance can be completely removed by the application of a pint of oil (lantern or torch oil will suffice) or a pint of any liquid containing alcohol (i.e. wine, brandy, etc). Oil will remove it in 5 rounds, alcohol in 3 rounds. If the tendrils are not removed, the victim of a partial covering must save vs. poison once per day or lose one hit point, and must make this check each day that the substance remains on their person.
However, if the victim is entirely covered in the substance, a greater quantity of either liquid is required and this is dependent on their Size. Small-sized creatures require 4 pints, Medium-sized creatures require 6 pints, and Large-sized creature require 10 pints. If either substance is not used in this situation, the victim will be trapped in a rock hard cocoon and must save vs. poison once per day or lose three hit points, and must make this check each day that the substance remains on their person.
Tanglemouths can also smash with their heads or bludgeon with their powerful tails (if approached from their rear or side quarter), with each form of attack inflicting 1-8 points of damage. If encountered in their lair, any treasure found will be from the remains of previous victims.
Description: these creatures are coloured in various shades of grey and brown and their skin has a stone-like texture. Their head and tail is covered with tough scales and their mouths are a mass of of tendrils which constantly writhe and twitch, only remaining still when the creature lies in ambush. These tendrils become vivid yellow when the creature is engaged in combat. On either side of their head there is an ovoid shape resembling an eye, although the purpose of these is unknown.