Large Aberration, Unaligned
Armor Class 14
Hit Points 166 (15d12 + 4)
Speed 30 ft.
STR
17 (+3)
DEX
10 (+0)
CON
19 (+4)
INT
7 (-2)
WIS
12 (+1)
CHA
6 (-2)
Saving Throws CON +7
Senses Darkvision 120, Passive Perception 11
Languages --
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

Eye Stalks. The black tentacles have four eyes, each attached to a prehensile tendril which can be attacked (AC 14; 25 hit points; immunity to poison and psychic damage). If all four eyes are destroyed, the black tentacles are blinded until the tendrils regrow after 1d4+2 weeks.

Actions

Multiattack. The black tentacles use Smack or Constrict a total of six times.

Smack. Melee Weapon Attack: +6 to hit, reach 10 ft., 1 target. Hit: 6 (1d8 + 3) bludgeoning damage. 

Constrict. Melee Weapon Attack: +6 to hit, reach 10 ft., 1 target. Hit: 6 (1d8 + 3) bludgeoning damage, and the target is grappled (escape DC 15). The black tentacles can repeat this attack against a creature it has grappled; on a hit, the target is also restrained. For each tendril that is grappling or restraining a creature, the black tentacles reduce the number of attacks in their Multiattack by one.

Reactions

Gnashing Maw. When a creature ends its turn and is grappled by the black tentacles, they can pull the creature into their central maw, dealing 4d6 piercing damage to it.

Description

A fearsome opponent, black tentacles are a mass of ten wiggling, black, octopus-like limbs attached to a main body. The body is comprised of a large maw that possesses rows of sharp teeth. Six of the tentacles are used to move and/or attack while the remaining four possess bulging eyestalks at their terminal end.

Black tentacles must stay submerged in water the majority of the time. They abhor light and will typically target those with light sources, followed by good-aligned clerics and warriors. It is believed that the black tentacles are a distant cousin of the otyugh, although sages cannot make this claim with certainty.

Baktuz

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