Mindless Fortitude. The Crawling tentacle is immune to effects that turn undead, when bound to a Kraken.
Freedom of movement. The Crawling Tentacle ignores magical effects that reduce its speed.
Multiattack. The crawling tentacle makes two attacks on its turn.
Fling. One Medium or smaller object held or creature grappled by the tentacle is thrown up to 30 feet in a direction. If a throw target strikes a solid surface, the target takes 3 (1d6) damage for every 10 feet it is thrown. If the thrown target hits another creature that creature must make a DC 13 Dexterity saving throw or take half as much damage and and be knocked prone.
Slap. Melee Weapon Attack: +9 to hit, reach 10 ft., 1 target. Hit: 23 (3d12 + 5) Bludgeoning damage.
Lightning Strike (Recharge 5-6). The crawling tentacle magically creates a lightning bolt that strikes one target that it can see within 60 feet of it. The target must make a DC 13 Dexterity saving throw, taking 15 (3d10) lightning damage on a failed save or half as much on a successful one.
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Description
Magical Origin. Long ago necromancers of old set about enthralling a Kraken to use its vast power for their own greedy purposes. The necromancers were not fools however, knowing full well that they power was not great enough to bind a Kraken to their will. Instead they adapted a simple ritual to a grander scale. They succeeded in restoring a Kraken's tentacle to life, even re-imbuing it with a fraction of its power. This choice, however, had unforeseen consequences.
Kraken's Will. The ritual draw the attention of the Kraken to which the tentacle belonged. Feeling its power the Kraken wanted what was rightfully its, seeing it now, not as the weakness that it has once purged from its body, but as an ally with unwavering loyalty. A Kraken can sense a crawling tentacle up to 10 miles away. When it is within 1 mile of the tentacle it can control all of its actions as though it were an extension of its body, this distance broadens to 2 miles if the Crawling tentacle belonged to the Kraken prior to the ritual. Any master that has bound itself to a Crawling tentacle may leave the Crawling tentacle with an command which it will follow until it dies of comes under a Kraken's control. If control of a Crawling Tentacle is contested the Kraken from which the tentacle came from gains control, failing this the older of the Krakens gain control. The will of a Kraken trumps that of any other master. Should the Kraken die but the Crawling tentacle remains intact a necromancer may spend a week rebinding the tentacle to itself, expanding a 3rd level (or higher) spell slot, each day, during the process. When the Crawling Tentacle is unbound to a master it returns to the nearest salt water body where it becomes dormant, resembling Flotsam.
A Simple Ritual Yet Quite Un-perform-able. The ritual required to make a Crawling Tentacle is similar to that used to create a Crawling Claw. However as the Crawling tentacle is a more powerful creation it requires additional material components. These components are usually found inland making them difficult for a Kraken to gather and thus perform the ritual itself. Denizens of the sea, of their own free will or having been coerced by a Kraken, may raid villages or venture inland in search of these components.
Undead Nature. The Crawling tentacle does not require air, food, drink, or sleep.
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