Wall of Tentacles
This spell enables the caster to create a special sort of quasiliving elemental barrier. On the safe side (the inner side), it appears as a shadowed section of wall. On the outside, it initially appears as rough, purple-brown stone. The caster and priests of the same faith can freely move through the wall as though it did not exist. If any other creature (except when in physical contact with a living, mobile priest of XXX) touches this plain wall, four tentacles emerge to grasp the being and begin a loud hissing and champing noise to alert the clergy to the presence of an intruder.
The wall can extrude twenty 16-foot-long tentacles, and two beaks. These shift about its surface but can make only four attacks per round against any single opponent. Only the tentacles attack initially; the beaks are saved for a second stage of continued attack or resistance (see below only the tentacles attack initially. Each tentacle strike inflicts physical damage, and the creature struck must make a successful saving throw vs. spell or be held (as if by a Hold Person spell). Affected beings get a saving throw to break free of the hold effect (only one save, regardless of how many tentacle strikes are suffered). While held, subjects are attacked by other tentacles at a +2 bonus to hit, and dragged 4 feet closer to the wall per round. Severing a tentacle automatically breaks its hold and causes it to vanish. A tentacle is severed if it takes more than 12 points of damage in a single round.
Once at the wall, the beaks can attack. The Poison of the beaks is debilitative; it takes effect in 2d4 rounds and reduces all ability scores by half for its duration. All appropriate adjustments to attack rolls, damage, Armor Class and so on resulting from the poison apply. Further, the individual's movement is reduced by half and cannot heal by normal or magical means until the Poison is neutralized or 3d4 days have passed.
Wall of Tentacles: AC -2; HD 10; hp 200; THAC0 11; #AT 22 ( 4 tentacles per target Dmg d20 (x20 tentacles) and d10 (x2 beaks SA poison beaks, Hold ability of tentacles; SD Darkness 15' Radius, immunity to nonmagical weapon attacks and all spells except Dispel Magic (strips it of 50 hit points), Disintegrate (destroys 100 hit points), or Symbol of Persuasion (allows all beings of the same alignment as the caster - and others whom they escort, while touching - to pass through the wall unharmed SZ H-G (140 sq. ft. minimum ML Fearless (20 Int non- (0 AL N.
Beak Poison: Onset time 2d4 rounds; half ability scores and movement, no normal or magical healing; effects last 3d4 days.
If the wall is attacked by any spell or spelllike effect or is reduced to 99 or fewer hit points, it creates Darkness 15' Radius from its outside surface, and bites any creatures it can reach.
The material components are any sort of snake, living or dead, and the beak from an octopus or an avian.
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