It's too bad rogues get a pretty poor will save against the monsters' Charm Person spell-like ability :P<br/><br/>Also, I will say that if everyone decides to do something like toss Grease spells on everyone's armor, expect the monsters to have some way around it... (not saying that it'll be a completely useless tactic, but don't expect every encounter to be a cakewalk either).<br/><br/>Anyway, I may re-figure how I have tentacle monsters act.  The thing is, I want to figure out what a "good" number of "active tentacles" in a fight would be.  I want "cutting your allies free" to be a viable tactic, so I may drop how much HP tentacles have (and then have the main monster take damage equal to the killed tentacle's full HP, instead of just half - you still lose some damage to overkill, so there's still a decent tradeoff between going for the monster or going for tentacles, but it's easier for someone to actually kill them).  I'm thinking that, if all the monsters are alive and have their maximum number of tentacles, they should be able to restrain and pleasure at least half the party simultaneously, if they succeed on all checks and nothing gets killed.<br/><br/>One idea would be that there's no more distinction on what a tentacle is "doing" for the round.  Instead, monsters start with their maximum number of tentacles, and each round they can use all their tentacles as a full-round action, and also respawn some of the tentacles that are killed, although ones that just appeared this round can't act.  If I do that I might also say that tentacles holding a girl can also pleasure her when she's getting raped, so there's less tentacles overall if some are pulling "double duty".<br/><br/>Anyway, let me know what you guys think about how combats "should" be.<br/><br/>Shadowfox: Yes, you get your bite attack still.  You can also still use your rapier; you get a penalty to attack rolls, but as long as it doesn't take both hands, you can still keep stabbing the tentacles (or the main monster, for that matter).