This geometry node setup transforms static base meshes into animated tentacled structures procedurally. It displaces the underlying geometry and automatically scatters animated tentacles across the surface without requiring armatures, weight painting, or keyframes.

Users can control density, length variation, width, and random distribution through the modifier panel, which features organized tabs for General, Distribution, Transform, and Objects. The setup includes dedicated material slots for the base, tentacles, and tips, along with built-in noise drivers that provide continuous, non-repeating movement. An optional viewport fog toggle is also included to adjust the surrounding environment.