Note: This creature was originally published in Tome of Horrors, p. 36.
The typical belabra has a large, hemispherical shell that measures some two feet in diameter and is generally black or dark grey in color. Extending from the underside of the shell are the creature’s 12 rubbery tentacles, its deadly grey beak, and its pale white belly. The monster’s four eyes extend above its shell on short eye stalks.
|ST: 14||HP: 16||Speed: 5.75|
|DX: 12||Will: 11||Move: 1|
|IQ: 8||Per: 12|
|HT: 11||FP: 11||SM: 0|
|Dodge: 9||Parry: n/a||DR: 3|
Tentacle (13): 1d-1 crushing; Reach C, 1. An attack with a tentacle automatically starts grappling in addition to the damage. An unsuccessful try to break away from a grappling tentacle causes 1d-3 cutting damage from the barbs along it.
Beak (13): 1d-1 large piercing; Reach C.
Blood: Any time someone hits the belabra with a cutting, piercing or impaling weapon, everyone within 3-yards of the belabra must Dodge or be hit with its acidic blood. Someone hit by the blood is sneezing for 1 second for every point by which he missed his Dodge roll, after which he may make an HT roll each turn to stop sneezing.
Traits: Acute Hearing 2; Acute Vision 2; Extra Arms 11 (Tentacles); Extra Attack 2 (Tentacles); Flight (Air Move 4); Loner (12); Night Vision 5; No Fine Manipulators.
Skills: Brawling-13; Stealth-12.
Class: Elder Thing?
Combat Effectiveness Rating: 28 (OR 15 and PR 13)
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