(Okay, a bit late, but...)
Actually, this would really be an awesome addition to Tremulous! No more jetcampers and evildoers like that!

However, here are a few ways to make it better and fairer:
-A human shooting a tentacle will decrease the tentacle's hitpoints. Once the tentacle is "dead" it will detach itself and go back into the Basilisk. Once back in, it needs to recharge health (tentacle health being displayed as a horizontal statusbar in the place where the Dragoon has it's snipeshots displayed), and when the health is back up it can reshoot it's tentacle out. This also makes tentaclespam a bit less likely, since humans can hit a tentacle, try to free themselves (shakin' all about) and then kill off the basilisk afterwards. Maybe a tentacle should be damaged a few points when it hits something, therefore making tentaclespam really not able (after all, after each tentacle shot it HAS to recharge a bit!)..
-The ability of a Basilisk to latch itself onto slime, therefore improving its grip. Slime is either the slime made by buildings, or that launched by an advanced granger. This would give the advanced granger just a bit more stuff to do, as it would be vital to give the Basilisk just a little more grip, which could just be useful for bringing in that damned Bsuit.

If this is all too much stuff to add to the Basilisk, say if it makes it too powerful, make it into a new class, the Lurker. A dark creature with two bright eyes, which have night-visionish things, basic zoom utilities in it's eyes, and a tentacle, and a VERY basic swipe (does like half the damage of a Dretch hit). Would be a great support unit, since it'd be able to see things easilly, and move in the dark, although the bright red eyes give it away a bit.
Anyways, Tentacles should be VERY fun to have in Tremulous..
