This lightly pulsating, beating, half a dozen foot long whip-like thread of scarred ligaments and squid-like flesh exposes a pointed scorpion stinger at the end. To attune to the Adaptable Tentacle Whip, you wrap it around your wrist for the entirety of its respective attunement period, at which point the elongated tendrils touching your skin will slowly begin to grow thin and elongated spikes, implanting and embedding itself within your arm to become one with you.
You gain a +1 bonus to attack and damage rolls made with this magic whip, but attack rolls made against aberrations with this weapon have disadvantage. A creature hit by this weapon takes an extra amount of psychic damage equal to your proficiency bonus. When you roll a 20 on the d20 for an attack roll with this weapon, the target is stunned until the end of its next turn.
As a bonus action, you can sheathe the whip by causing it to retract into your arm, or draw the whip out of
your arm again.
Symbiotic Nature. The whip can't be removed from you while you're attuned to it, and you can't voluntarily end your attunement to it. If you're targeted by a spell that ends a curse, your attunement to the whip ends, and it detaches from you.
Proficiency with a Whip allows you to add your proficiency bonus to the attack roll for any attack you make with it.
This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.
Slow. If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn’t exceed 10 feet.
Notes: Bonus: Magic, Damage: Psychic, Cursed, Symbiotic, Finesse, Reach, Slow
Comments