Man-O-Gore
Medium Beast
Hit Dice: 3d10+3 (21 hp)
Initiative: +2 (Dexterity)
Speed:	 Swim 15 ft.
AC: 15 (+2 Dexterity, +3 natural)
Attacks: Tentacles +0 melee (see below)
Damage: Tentacles (see below)
Face/Reach: 5 ft. by 5 ft. / 30 ft.
Special Attacks: Enhanced Grappling, Stinging tentacles, Blood Drain
Special Qualities: Blood-warped Body
Saves: Fort +3, Ref +4, Will +1
Abilities: Str 10, Dex 14, Con 12, Int 3, Wis 12, Cha 2
Skills: Hide +10
Climate/Terrain: The Blood Sea
Organization: Solitary, Spawning Brood (2-4)
Challenge Rating: 7
Treasure: None
Alignment: Always neutral
Advancement Range: 2-3 HD (Medium)
 
Description
The folk who live along the shores of the Blood Sea are an observant lot, for the Blood of Kadum produces any number of monstrosities that come crawling out of the Sea’s crimson tides at any time. They warn their children of what may lurk in those red waves and despite the number of warped horrors that exist, the one creature that children are always cautioned against is the man-o-gore, a large, man-sized slightly transparent bloated man-o-war filled with gore and venom. Similar to the jellyfish and men-o-war of other seas, the man-o-gore has been warped by the exposure to the Blood of Kadum, giving it a voracious thirst for blood. Though the body of the creature itself is about the size of a small man, a mass of filament-fine tentacles is pulled up into a mass beneath the body of the creature. These tentacles can shoot forward up to thirty feet away in water, viciously stinging and paralyzing anything that comes in contact with it. Furthermore, because of the reddish hue of the beast – a result of its life in the warping ichor-waters of the Blood Sea – it is very difficult to spot, until it is right upon its prey. By then, the target has been stung.
	After stinging and paralyzing prey, the tentacles continue to cling to it, drawing it towards the central body of the man-o-gore. Once it has drawn the prey close, the dozens of small needle-like feeder tubes on the underside of the gelatinous body. These needles extend into the flesh of the victim, draining it of blood. A man-o-gore continues to cling to the body until all of the blood has been drained from it, even if the prevailing tides wash them ashore. Most people who live beside the Blood Sea can tell stories of someone they know finding a body washed up on shore only to discover a man-o-gore still attached to it, its tentacles and rubbery body blending in with the bloody surf.

Combat
The man-o-gore is made up of a mass of whiplike tentacles that attack in clusters, granting greater strength than such a creature might normally be able to muster.
The creature only has enough presence of mind to attack one target per round, though once that target has been successfully grappled, it will maintain its hold while attacking other targets with other bunches of tentacles. These tentacles sting with a virulent poison that paralyzes the prey into immobility. 
Once the prey is paralyzed, the man-o-gore pulls it in towards its main body and inserts its feeder tube into its victim, beginning to drain blood from that immobile body. It is able to continue to attack with its tentacles while it feeds.
Should its enemies begin to overwhelm it, the man-o-gore shows a deadly cunning. It will often release its hold on paralyzed or nearly paralyzed victims, allowing them to begin to sink or drift away on the currents, forcing comrades to give chase. Though its natural buoyancy normally prevents such an action, if it has managed to grapple and begin draining a victim, it will allow the weight of that victim to pull it under the water and then use its tentacles to pull itself along the bottom of the water (presuming it is deep enough). Though it must continue to allocate 10 points of Strength to continue grappling its victim, it can increase its swim movement by 1 foot per two points of Strength it so allocates, allowing for a quick escape. It can only move this quickly for about ten minutes or so.
Enhanced Grappling (Ex): In addition to gaining the benefits of Improved Grab, the man-o-gore effectively has 50 points of Strength that it may divide up among targets as it attacks them, though no attack will be made at less than 10 points of Strength (i.e. it will not inflict penalties upon itself). No single creature can be attacked with more than 20 of those points of Strength. A man-o-gore can make simple tactical decisions, like choosing to loosen some of its tentacles grappling a nearly paralyzed foe in favor of attacking a stronger one. Creatures grappled by tentacles must make Swim checks if they are caught in water more than five feet deep.
Stinging Tentacles (Ex): Those grappled by the tentacles must make a Fortitude save every round they are so grappled, or they take 1d4 Strength damage as the venom from the creature begins to paralyze them into immobility, weakening its prey. The DC for this save is 5 + the Strength of the tentacles grappling the victim that round (to a maximum of 20). Though extraordinarily virulent while the tentacles are in contact with the victim, recovery is swift – unlike normal Ability damage, the damage from this paralyzation heals at a rate of one point per hour.
These tentacles can be attacked. They are considered AC 10 and every two points of slashing damage inflicted reduces the effective Strength of those tentacles. Only slashing weapons can be used to attack these tentacles, and only those tentacles currently maintaining a grapple may be thus attacked.
Blood Drain (Ex): Once the target has been paralyzed, the man-o-gore drains its blood, inflicting 1d6 Constitution damage per round.
Blood-warped Body (Ex): The black-reddish coloration of the man-o-gore blends in with its gory surroundings. The man-o-gore is considered to be under three-quarters concealment, granting it a 30% chance to avoid being hit by attacks. Additionally, the Blood of Kadum has given the man-o-gore a rubbery consistency that causes it to take only half damage from piercing and bludgeoning weapons.