Somewhat adjusted from AD&D1:
Tentacled Brain Sucker
Type Beastman (medium)
% in Lair 50%
Dungeon Enc. 1d4
Wilderness Enc. 0
Alignment Chaotic
Movement 40’ (unattached) 0’ (attached)
AC 5 (unattached) or 7 (attached)
HD 8+4***
Attacks 4 tentacles + special or by weapon
Damage Special or by weapon
Save As Fighter 8
Morale +2
Treasure G, L
XP 2.100
These alian humanoids, have the body of a man and the head of an octopus or squid. They have a purplish, leathery skin and yellow eyes full of scheming evil. Tentacled brain suckers are not of this world and yet try to overthrow its people and dominate what is not yet theirs.
Brainsucking
If a brain sucker’s tentacle hits, it attaches to its victim and will reach the brain within 1d4 rounds on the monster’s turn, immediately killing the victim. To remove a tentacle, it must be dealt 12 hp of damage - see Attacks below. Destroyed, but not damaged, tentacles can no longer be used but will re-grow within 2d4 days. A brain sucker may re-draw any number of attached tentacles on its turn.
Mind Blast
The tentacled brain sucker can project a mind blast, a psionic attack. All creatures within a 20’-long and 5’-wide cone must make a saving throw vs. paralysis or be paralyzed for 3d6 round.
Psionics
A brain sucker can use each of the following psionic spells as a level 8 mage: Charm Person, Charm Monster, Confusion, ESP, Fly, Hold Person. Psionic spells are treated as normal spells but do not use gestures or verbal or material components. Psionic spells cannot be found and do not need to be recoreded in spellbooks or scrolls (psionic spells cannot be recoreded at all).
Attacking the Tentacled Brain Sucker
No Tentacles Attached:
As long as the monster has not attached any tentacles, it has AC 5. Its tentacles cannot be targeted by an attack - their constant movement in anticipation of fresh brains is too erratic and too fast.
Attached:
A tentacled brainsucker with one or more tentacles attached to a victim has AC 7 and cannot move. Attached tentacles reduce the brain sucker’s ability to dodge and move. In addition, a character can now declare to attack an attached tentacle. Doing so, the character has a -4 penalty to his attack throw (and must also hit the tentacles AC of 7).