Inky Tendrils

Level 20Hazard (Complex)
HazardMediumLegacy
AC
42
HP
80 (BT 40)
Speed
0 ft.
Perception
+0
Fort
+36
Ref
+39
Will
+0
Stealth DC
32
Immunities poison
Recall Knowledge DC 40 (arcana)

Attacks

Melee Tentacle +37 (reach 15 ft.), Damage 4d8+15 bludgeoning plus grab

Abilities

Black Ink Delirium

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)

Inky Imitator◆◆

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.

Grab
Constrict

(2d8+10) bludgeoning plus black ink delirium, DC 42 fortitude


Tendrils Come Alive

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.

Disable DC 48 athletics (legendary) or DC 45 acrobatics (master) to tie one tentacle into a knot, rendering it useless, or Dispel Magic (8th rank; counteract DC 44) to counteract one tentacle. The death of the Daemonic Rumormonger permanently dispels all the inky tendrils.

Six giant tentacles reach up from the ink lake, grabbing any foes in reach and dragging them underwater.