Inky Tendrils
Level 20Hazard (Complex)Attacks
Abilities
Saving Throw DC 38 fortitude Maximum Duration 4 rounds Stage 1 3d6 poison damage and Clumsy 2 (1 round) Stage 2 6d6 poison damage and Confused (1 round)
The inky tendrils cast a 10th-rank Duplicate Foe spell (DC 40 fortitude) on the target; on a failed save, a simulacrum of the target made from dripping ink and clockwork scraps emerges from any other spot (tendrils' choice) in the lake. The tendrils don't need to Sustain the Spell; the duplicate exists for 1 minute or until it is destroyed before collapsing into a puddle of ink and scrap metal.
Requirements The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature Grabbed or Restrained --- Effect If used after a Strike, the monster attempts to Grapple the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty. The monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn.
(2d8+10) bludgeoning plus black ink delirium, DC 42 fortitude --- The monster deals the listed amount of damage to any number of creatures Grabbed or Restrained by it. Each of those creatures can attempt a basic Fortitude save with the listed DC.
Trigger A non-daemonic creature moves within 15 feet of the shoreline --- Effect The hazard makes a tentacle Strike against the triggering creature and the hazard rolls initiative.
Description
Six giant tentacles reach up from the ink lake, grabbing any foes in reach and dragging them underwater.