New Mutant Monday # 68 - Tentacle Parasite

Chris Van Deelen

No. Enc: 1d3
Alignment:  Chaotic
Movement: 90’ (30’)
AC: 4
HD: 16
Attacks: 4 tentacles or 2 arm tentacles, 1 bite, and one grapple.
Damage: 1d6+1 / 1d6+1 / 1d6+1 / 1d6+1 / 3d4+2 / 3d4+2 / 1d4 & special (see description), and 1d8+2/.
Save: L16
Morale: 11
Hoard Class: N/A

Found only in or near water, these creatures are in fact a mutant form of octopus, which have developed a parasitical nature. They require a host in order to survive and reproduce.

The parasite enters the body through several methods. First it can infest a host if eaten or in water that has been consumed. The parasite is nothing more than a small egg, easily missed through casual observation. The second method is the parasite directly infects a host during combat (see below).

Physically, the parasite looks like an oddly shaped octopus, one who’s upper body has become flat and looks as if it had been torn into strips. The center mass is long and can easily meld with the spinal column of the victim, using the ‘strips’ to wrap around organs, ribs and even slide up into the victim’s brain and connect directly to the nervous system that way.

The victim’s themselves are always humans or humanoids without too many physical mutations or changes. The parasite cannot live in a creature that is too far deviated from the normal human structure. Physically the victims are always naked, as the parasite cannot have armor or clothing blocking it from using its tentacles. The skin is typically mottled grey or green, and always slick with moisture. There are long scars running down the center of the creature’s front, which then follow the hips around to the back. These can be pushed aside, allowing the creature to extend its tentacles out to use in combat.

The hair grows long on both males and females in order to hide the face, which the parasite has consumed and replaced the eyes with its own. They are pure black and can actually extend out from the skull by six feet, allowing the creature to look around corners and the like.

In combat the parasite can attack with up to for tentacles from the torso, or it can alter one or both of the victim’s arms into two long masses of up to eight tentacles (or four if both are used), to strike and grapple.

No matter what the creature decides to use, it will always attempt to grapple a target and bring it in close so it can bite with the hidden mouth. This projecting jaw can attack either through the victim’s mouth, or through the gap in its stomach.

For purpose of grappling, the monster has Strength of 12, and gains a bonus of +2 to the Strength for each tentacle it successfully strikes with. Each tentacle will automatically inflict 1d6+1 per round as long as the tentacle has not been successfully removed (requiring a grapple check). If all four tentacles wrap around the victim, each will inflict 1d6+1 damage plus an additional 3d4+2 points per round for a total of 4d6+3d4+6 damage! Then while grappled, the creature will attempt to bite with an extendable beak-like jaw either through the mouth, or through the torso. It only inflicts 1d4 points of damage, but the victim must make a saving throw versus poison or be infected with a parasite egg.

The victim will not know this has happened, at least not initially, and the egg can be destroyed by any sort of drug that cures disease or through exposure to radiation, poison or mutations similar to vampiric field. The egg will gestate inside the host for 2d12 days, and then it will finally hatch. At this time the host will begin to lose 1d4 points of Will Power per day until it reaches zero. Once this happens the host will then be completely taken over by the parasite and will leave its home and family and head to the nearest body of water. Here it will shuck its clothing, armor and any equipment and enter the water.

Over the next 1d4 days the parasite will modify the body so that it can use its arms as tentacles as well as open the flesh to allow it easy access. The mind is gone by now, replaced by the cold instinctual behavior of the parasite, who’s only desire is to feed and reproduce.

The creature is cunning enough to leave the water and head to communities during the darkness, especially during rain storms, to infect water and food supplies with its eggs. The creature can produce 4d10 eggs per month for this purpose only. 

If kept away from the water, the parasite will use the water stored in the hosts body, allowing it to survive for a number of days equal to 1 day per three points of Constitution (or hit dice) possessed by the original host. Once this period has passed, the parasite will then lose 2d6 hit points every hour until it returns to the water, where it will be able to use its natural healing rate per day to regain lost hit points. It is possible for the creature to die if kept away from water.

Mutations: Aberrant form (parasite, natural weapons), adaptation (able to walk on land).