Mind Flayers, Full Attack and Attaching tentacles

6 posts / 0 new
Last post
Hello,

I am a little confused about how mind flayer's ability to attach tentacles work.

Let's suppose a mind flayer (4 tentacles) goes on a full-attack action. If he hits with his first tentacle, then starts a grapple as a free action. What happens with the rest of the attacks? If he hits with more than that first attack, can he start freely a grapple on every attack? Also, if he's got one tentacle attached, he can try to attach the rest with a single grapple check. What kind of action is that? Standard, free, full-round?
Each tentacle used during the full attack action would get a seperate grapple check.
On the next turn, it can simply grapple to attach the other tentacles, with a +2 for each tentacle that attached in the first round of attack. 
Then on the third round, if it has all four tentacles attached, it could make a grapple check and extract the brain.

So if a mind flayer hit with each tentacle in the first round, and made all of the grapple checks in that first round, it could extract on the second round, if it was successful on that grapple check. 

I would also give the Mind Flayer the per tentacle bonus for each check.
My Homebrew Website: www.freewebs.com/thyatia/ "It was a great tactic, and our GM applauded us. Sadly the Werewolf burst free in only two rounds, and killed everyone but the Sorceress who teleported away with only one arm." - Tetsuoh "Having absolutely no ranks in any knowledges, my beloved Ric Flair based monk/rogue took off running immediately and attempted suicide by jumping off the bridge we were fighting on." - spitewrathhatred "He asked me how old my character was (I said 82), and then rolled what his maximum age was. Because the number he rolled was less than what I had said, he informed me that my Bard was dead, and that I needed to make a new character." - King_of_the_Pudding
Ok. I have read on rules compendium that the grapple check is a subsititution of an attack. So the number of grapple checks will depend on his bab (again according to rules compendium). But would be possible for the mind flayer to keep doing tentacle attacks even if grappling? rules compendium says that while grappling a monster can attack only with its primary weapon. Is a set of tentacles considered a primary weapon as a whole, or just an individual tentacle?

For me this difference is important, because if can only attack with one tentacle it's better to make grapple checks every round. But if he's allowed to use the whole set maybe it's worthy to take a full-round action and attack with the remaining tentacles. Opinions?
The "tentacles" (all four) are its primary weapon, so yes, he could attack with the other three instead. However, I don't know why you'd want to rather than grappling. The tentacles don't do that much damage on an attack, but if all four are attached you have a chance to instantly kill the target. The best move - and the one that makes the mind flayer so dangerous and memorable - is to grapple.

Cancer prognosis: I am now cancer-free.

Weekly Optimization Series

Show
These are NOT all my creations! The lead authors are identified as follows: [TS] Tempest Stormwind, [AR] Andarious Rosethorn, [RT] Radical Taoist, [SN] Sionnis, [DH] DisposableHero_, [SH] Seishi.

[TS] The Pinball Brothers: Large And In Charge (Melee, Lockdown, Charge, Juggling)
[TS] Ashardalon Reborn: I Will Swallow Your Soul (Melee, Fear, Negative Levels, AoE, Theme)
[AR] "A"-Game Paladin: Play That Funky Music, Knight Boy! (Team Support, Melee, Theme, Single-Class)
[RT] Uncanny Trapsmith: Get in, make it look like an accident, get out. (Skillmonkey, Stealth/Scout/Infiltration, Unorthodox Methods, Theme)
[AR] Wizsassin: *Everything* is permitted. (Spellcaster, Support, Sneak Attack, Utility)
[TS] Phantom Rush: General Gish Gouda. (Gish, Theme, Setting-Specific(Eberron), Early-Entry PrC)
[TS] Storm Knight: Another kind of gish. (Melee/"Gish", Theme, Setting-Specific(Eberron), Unorthodox Methods)
[TS] Inevitable Nightmare: The weapon you only have to fire once. (Melee, "Unorthodox" Methods (no charging), Reliability)
[AR] Captain Constitution: The number one threat to America. (Melee, TOUGHTOUGHTOUGH, Defense, Theme)
[AR] Nuker: I casts the spells that makes the peoples fall down! (Spellcaster, damage, blasting, damage)
[TS] Dread Lord of the Dead: Let the Reaping Begin! (NPC-only, Variable (combat/casting/leadership), Iconic Villain, Theme)
[AR] Heavy Crusader: No Rest. No Mercy. No Matter What. (Melee, Damage (No charging), Variable, Theme).
[TS] Gun Fu: It's bullet time (Ranged, THEORETICAL, Twin weapons, Theme)
[RT] Face First: We should talk. (Psionic, social, mind-control, info-management)
[SN] Chaingun Porcupine: Never Enuff Dakka. (Ranged, Skirmishing, Spike Damage, Incarnum)
[RT] Always On Edge: The Mortal Draw deals death. (Melee, Generalist, Dungeoneering, Stunt)
[AR] Feral Druid: Real feral taste. Zero druid calories. (Melee, offense, damage, murder)
[RT] Rusty!: Man's Best Friend (Sentry, Support, Backup, Rearguard)
[RT] The T3 (Tashalatora Triple Threat): My Kung Fu is More Powerful (Hybrid, Flex-Function, Melee, Caster)
[RT] The #1 Snoipah: Boom. 'Eadshot. (Caster, Theme, Spike, Trapscout)
[AR] Dreamblade: Rest in Pieces. (Melee, Damage, Single-Class, Combo/Momentum)
[AR] Evasion Tank: “When fighting angry blind men, is best to stay out of the way.” (Melee, Tank, Unorthodox Methods (attack negation), Theme)
[DH] Psycarnum Warrior: ↑↑↓↓←→←→BA Start (Melee, Tank, Psionics, Incarnum, 1337 h4x)
[AR] Heavy Weapons Elf: WHO TOUCHED MY BOW? (Ranged, Cohort, Damage, Unorthodox Methods (ranged ToB))
[RT] Gnowhere Gnome: A little man who wasn't there (Caster, Stealth, Single-Class, Elusive)
[AR] Uberflank: I got your back. (Melee, support, stunt, teamwork)
[TS] Flip the Bird: Everyday I'm shuffling (Ranged, harrier, unorthodox methods (ranged ToB / off-turn movement), support)
[DH] Eat Sleep Gank: Real Ultimate Power (Stealth, Assassination, Spike, Magic Versatility)
[AR] Slash and Burn: Mind, Body, Blade, Flame / Aspects of a greater whole / which delivers death. (Melee, Theme (flex-style), Damage, Stunt)
[RT] Edge of the Light: Cut, Fade to Black (Melee, Defense/Offense, Momentum, Tactical)
[RT] Quiet Murder: Cut throats, not corners. (Melee, Stealth, Harrier, Tactical)
[TS] Wand Overdrive: Say Hello to my little friends. (Caster, support/artillery/variable, wand specialist)
[RT] God Hand: What did the five fingers say to the face? (Melee/Gish, Unarmed, SAD, Theme)
[AR] Zero Buff Time Gish: Try to keep up! (Gish, Speed, Movement, Opportunity)
[TS] Robo Tackle: I Am Iron Man. (Melee, setting-specific (Eberron), positioning, theme, stunt)

[TS] Holy Fire: Just getting warmed up! (Casting, damage, theme (fire), theme (sacred), blasting)

[TS] Groundhog Mage: ♪Let’s do the time warp again♪ (Casting, stunt, setting-specific (Faerun), spell stamina / versatility, spontaneous wizard)

 

Want to see how the entire group rolls?
[All] Party Optimization Showcase: Dead for Nothing
[TS/RT/AR] Optimization Article: The Flash Step
[RT] Optimization Article: Kung Fu Witchcraft

 

Seishi: I think it might be fun to have a one-off [game] tuned fairly, but with the intention of wiping the party. 

DisposableHero_: if [my campaign] has taught me nothing else, it is that with this group, nothing tuned fairly will ever wipe the party

RadicalTaoist: I've been throwing **** at this group that's 5 levels over CRed in DFN, and have yet to wipe the party.

Is a set of tentacles considered a primary weapon as a whole, or just an individual tentacle?

By default, primary natural weapons are listed first in the full attack entry, apply the creature's full Strength modifier to their damage (or one and a half times the Strength modifier if there's only a single primary natural weapon), and do not take the -5 penalty applied to secondary natural attacks.

The kraken stirs. And ten billion sushi dinners cry out for vengeance. - Good Omens

Co-Author of the Dreamfane, Euralden Eye, Gajuisan Crawler, Gruesome Lurker, Fulminating Crab, Ironglass Rose, Sheengrass Swarm, Spryjack, Usunag, and Warp Drifter, and author of the Magmal Horror from Force of Nature.

My most popular campaign item; for all your adventuring convenience.
Zauber's Mutable Rod: This rod has a number of useful functions that make it easier to live in the wilderness. It is made of polished wood, with five studlike buttons on one end. Each button produces a different effect when pressed. Unless otherwise noted, the rod’s functions have no limit on the number of times they can be employed. When button 1 is pressed, one end of the rod produces a small flame, equivalent to a candle. When button 2 is pressed, the rod unfolds into a two-person tent, complete with bedrolls and warm blankets. When button 3 is pressed, the rod becomes a one-handed hammer, suitable for pounding pitons into a wall. When button 4 is pressed, the rod becomes a sturdy iron spade. When button 5 is pressed, the rod becomes a wooden bucket able to hold 2 gallons of liquid. Once per day, it can be commanded to fill with fresh water. If the rod is seriously damaged or broken in any of its alternate forms (button 2, 3, 4, or 5), it reverts to its basic rod form and cannot be activated for 24 hours. Moderate conjuration; CL 9th; Craft Rod, minor creation; Price 375 gp; Weight 2 lb.
Thank you all!