Damage Transfer. While it is grappling a creature, the tentacle takes only half the damage dealt to it, and the creature grappled by the tentacle takes the other half.
Insanely Stretchy. It can reach anywhere inside a 70ft cubed space, including around corners and behind cover if the tentacle can sense the target with their tremor sense.
Bottled Experiment: A creature may attempt to trap the tentacle back into it's bottle assuming it has the corresponding cork to the enchanted bottle that is the tentacle's home. Requires a dexterity check of 16+ as an action to place the stopper back into the bottle and trap the oozy tentacle
False Appearance. While the tentacle remains motionless and in it's sealed bottle, it is indistinguishable from a normal alchemical bottle filled with green liquid.
Antimagic Susceptibility. The tentacle is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the tentacle must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.
Constrict. Melee Weapon Attack: +6 to hit, one creature. Hit: 13 (2d6+2) bludgeoning damage, and the target is grappled (escape DC 16). Until this grapple ends, the creature is restrained, and the tentacle can't constrict another target. At the end of the grappled target's turns, if they are still grappled, they take D4 acid damage as the creature attempts to digest them.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
This rubbery, oozy, stretchy and partially sentient alchemical experiment gone wrong, once freed from it's enchanted bottle like home becomes a terrifying tentacle hellbent on attacking and absorbing anyone it can constrict
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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