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.
(2d8+10) bludgeoning plus black ink delirium, DC 42 fortitude
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.
Six giant tentacles reach up from the ink lake, grabbing any foes in reach and dragging them underwater.