Strong Grip. The arms impose disadvantage on Strength checks made to escape its grip.
Eldritch Kaboom. The arms hurl a ball of volatile eldritch energy at a space it can see within 60 ft. Which then explodes in a 15 ft. radius blast when it lands. Each creature in the area must succeed on a DC 14 Dexterity saving throw or take 7 (2d6) force damage and fall prone.
Tentacles. Melee Weapon Attack: +6 to hit, reach 15 ft., one target. Hit: 15 (2d10 + 4) bludgeoning damage. If the target is a creature, it is grappled (escape DC 14). Until this grapple ends, the target is also restrained and the arms can’t use their tentacles to attack another target.
Description
From the outside, the dunk tank looks like a small, clear vat of water. But what lives within it is a large, slimy Arms-O-Plenty waiting for an unsuspecting reveler to be dunked below the surface. This large, purple aberration uses its many tentacles to restrain revelers and drown them in the tank.
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