Tentamort
Small Beast
Hit Dice: Body: 4d10+4 (25 hp); Tentacles: 2d10+3 (14 hp)
Initiative: +1 (Dex)
Speed: 1 ft.
AC: Body: 19 (+1 size, +1 Dex, +7 natural)
       Tentacles: 17 (+1 size, +1 Dex, +5 natural)
Attacks: 2 Tentacles +7 melee
Damage: Tentacle lash 1d6+3 and constriction or poison
Face/Reach: 5 ft. by 5 ft./10 ft.
Special Attacks: Improved grab, constrict, poison
Special Qualities: Darkvision 60 ft., low-light vision, blindsight
Saves: Fort +5, Ref +5, Will +0
Abilities: Str 17, Dex 12, Con 12, Int 2, Wis 9, Cha 8
Skills: Hide +5, Listen +2
Feats: None
Climate/Terrain: Any subterranean
Organization: Solitary, pair, nest (1-10)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 5-6 HD (Small); 7-8 HD (Medium-size)

Tentamorts are dungeon predators distantly related to sea squids. Their head/body is a flesh sphere two feet in diameter, covered by a chitinous shell. This head/body contains all the vital organs as well as the sense organs‑smell, taste, and hearing. At the bottom of the body are six to eight short suction‑cup covered tentacles. These serve as feet and enable the tentamort to attach itself firmly to almost any surface. The feet also provide the tentamorts with their only form of locomotion. Two larger tentacles grow atop tentamorts. Both measure ten to 12 feet in length. Tentamorts have no eyes, but their head/body has a delicate organ that senses body heat. Breathing is accomplished through three blowholes located just above the feet. Tentamorts are gray‑green in color.

Combat
A tentamort drags itself through dungeon corridors, using its sense of smell to find a well‑traveled doorway or intersection. The tentamort then attaches itself to the ceiling or wall and waits for prey. The tentamort’s two larger tentacles attack any creature coming within ten feet of the tentamort. When a tentacle is reduced to 0 hit points it is severed. Severed tentacles grow back in one week's time. Severing one tentacle does not affect the other. The only way to kill a tentamort is to destroy the head/body.
     Each of the two tentacles, in addition to its lash attack, has a special attack: one is poisonous and the other is a powerful constrictor.
   Improved Grab (Ex): To use this ability, the tentamort must hit a medium-size or smaller opponent with a tentacle.  If it hits, it automatically gets a hold and deals constriction or poison damage, depending upon which tentacle hit. 
   Constrict (Ex): Damage 1d8+3 per round, until hold is broken by a Strength check (DC 20). Seized victims are trapped within the constricting coils of the tentacle. Victims cannot move their arms, cast spells, or use weapons. The tentacle continues to constrict until the victim dies or until the tentacle is severed.
   Blindsight: A tentamort can “see” by use of a delicate organ in its body, by sensing body heat within 90 ft.
   Poison (Ex): Tentacle, Fortitude save (DC 13); initial and secondary damage 1d6 Constitution.  Each further poison exposure causes only an initial damage of 1d6 Constitution. A hollow needle of bone, six inches long, protrudes from the tentacles end and injects a saliva-like fluid into the victim. This fluid softens the victim's muscles and organs to enable them to be sucked out through the hollow needle.  The following spells negate the fluid: heal, neutralize poison, cure disease, and regenerate followed by any of the cure wounds.