The Beast of Devil�s Triangle
Psionic Vampire Advanced Giant Octopus
Huge Undead (Aquatic)

Hit Dice: 13d12 (84 hp)
Initiative: +7 (+3 Dex, +4 Improved Initiative)
Speed: 20 ft., Swim 30 ft.
AC: 27 (-2 size, +3 Dex, +16 natural)
Attacks: 8 tentacle rakes +19 melee, bite +14 melee
Damage: Tentacle rake 1d6+12, bite 2d6+6
Face/Reach: 10 ft. by 10 ft. /15 ft.
Special Attacks: Improved grab, constrict, blood drain, psionics, create spawn
Special Qualities: Undead, ink cloud, jet, cold resistance 10, fast healing 5, damage reduction 15/+1, turn resistance +4, sunlight weakness
Saves: Fort +8, Ref + 13, Will +6
Abilities: Str 34, Dex 17, Con -, Int 4, Wis 14, Cha 7
Skills: Hide +16, Spot +15, Listen +15, Move Silently +11
Feats: Alertness, Combat Reflexes, Improved Initiative, Lightning Reflexes, and Psionic Focus (Telepathy)
Climate/Terrain: Devil�s Triangle
Organization: Unique
Challenge Rating: 11
Treasure: Standard
Alignment: Neutral evil
Advancement: 14-24 HD (Huge) and/or by character class

The Devil�s Triangle is an area of bewitched ocean noted for its strange sea fogs, treacherous reefs and the mythic beast of the depths.  Often windless and populated by the spirits of the hundreds of sailors who died there, it harbors a elemental vortex at its depths.  This portal, unlike most in the sea, opens onto the negative energy plane.  Ages ago, a normal deep sea octopus ventured too close to the vortex and was changed into an ever growing undead abomination with a thirst for blood.
The beast as it is called has dwelled in the Devil�s Triangle for the past 150 years, preying on whatever ships or creatures pass through.  It resembles a normal octopus of incredible size.  It is naturally darkly colored but like normal octopi can change its color to blend in with its environment.  It does not know any languages nor can its speak.

Combat
The beast�s tactics are many and varied.  In most cases it will just pluck a crew man from the deck and devour him.  If it is feeling lazy or no one is conveniently near the deck edge, it might just use its psionic powers to compel a sailor to go for a swim.  In this way, it will nibble from a vessel�s crew until the inevitable final struggle.  For most ships this will involve a final assault of flailing tentacles. Against larger vessels, it may pull itself up onto the deck (its undead nature eliminates the worries of suffocation).  If driven off, it might just chew a hole in the hull or compel the captain to run the ship aground on one of the many reefs. 
   
Blood Drain (Ex): The beast can suck blood from a living victim with its fangs by making a grapple check.  If it pins the foe, it drains blood, inflicting 1d4 temporary Constitution damage each round the pin is maintained.
    
Psionics (Sp): At will-burst, cat fall, detect thoughts, lesser domination, spider climb, and suggestion.  Attack and Defense Modes: ego whip/empty mind.
    Create Spawn (Su): A humanoid or monstrous humanoid damaged to Constitution 0 or less and then given a least a drop of the beast�s blood rises as a psionic vampire within 1d4 hours.  The new psionic vampire is under the command of the beast.  Most beings drained of blood by the beast are simply eaten though.
    
Fast Healing (Ex): The beast heals 5 points of damage each round so long as it has at least one hit point. If dropped to 0 hit points or lower, it collapses, apparently dead.  In one hour it will reanimate if not incinerated or beheaded and begin healing from 1 hit point.
   
Improved Grab (Ex): To use this ability, the beast must hit a large or smaller opponent with its tentacle rake attack.  If its gets a hold, it can constrict.
    Constrict (Ex): The beast deals 4d6+12 points of damage with a successful grapple check against Large or smaller creatures.
    
Ink Cloud (Ex): The beast can emit a cloud of jet black ink 30 feet high by 30feet wide by 30 feet high once per minute as a free action.  The cloud provides total concealment, which the beast normally uses to escape a losing fight. Creatures within the cloud suffer the effects of total darkness.
   
Jet (Ex): Once per round the beast can jet backward as a double move action with a speed of 200 feet.
    
Sunlight Weakness (Ex): Exposure to direct sunlight sends the beast into a comatose state (effectively helpless).  Note the sun does not the effect the creature more than 600 feet where the sea effectively shields it.
    
Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease.  Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.

Power Up:
     The obvious way to boost the power of the beast is to advance it.  Adding levels of barbarian, fighter, or rogue would also increase its power level greatly.  One option that would be particularly vile is giving the beast five druid levels and the blighter prestige class (from Masters of the Wild).
     A different angle would be give it minions.  It could have quite an army of psionic vampires from all the sailor�s it has slain.  Or better yet a pack of vampiric sharks.  Ignoring the potential for vampire minions, it might be worshipped by fanatic sea humanoids like sahuagin or perhaps the tako (the intelligent octopi from Oriental Adventures).
     Lastly the environment can be used to create a greater challenge.  A storm could envelope the ship (due to heroic fate or perhaps octopi worshipping cultists) or the attack could take place after weeks of being stranded at sea becalmed (and starving). Lastly for the truly heroic there is always attacking the creature in its own element at the bottom of the sea.  Perhaps deep in its icy lair, surrounded by crushing waters lies some incredibly valuable artifact or perhaps there is just the vortex to the negative elemental plane.
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