Hive mind: All Tentacles under the same Progenitor in a combat will share the same initiative.
Ethereal: Upon death, the monster's form dissolves into a dim light, and returns to the ethereal plane of their origin.
Manifestations: The monster's are, themselves, manifestation's of the will of another entity, and will die immediately if their progenitor dies or is knocked unconscious. This does not apply if the Progenitor is choosing to sleep.
Senseless Agression: The Tentacle can not use spells or effects that would heal or stabilize any character or creature.
I Have no Legs: The Tentacle has no legs, and is therefore floating. It's kept aloft by the psychic energy of its progenitor.
I Have no Eyes: The Tentacle's ability checks all require it to be touching any object it attempts to roll a check on.
I Have no Mouth: The Tentacle's nonsaving throw charisma checks all automatically fail.
I Have no Nose: The Tentacle does not breathe, and is immune to the effect of all air based poisons and effects.
I Have no Ears: The Tentacle can not hear, and is immune to all sound based attacks.
Coming in the Air Tonight: The Tentacles sense motion within 120 feet of themselves, using the air as a medium. Their senses are wildly thrown off when submerged.
Tentacle's gain 1 bonus point per level into one of their stats, and one point in all stats every 4th level
The Tentacle's spellcasting stat is intelligence, and pulls from its controller's spell pool, learning one new spell every 3rd level.
Char'qua Strike: The tentacle swipes at a target, also attempting to damage characters, friend or foe, immediately next to the target. Upon hit, the target takes 1d4 per every 4th level + Strength Modifier physical damage.
Constrict: The Tentacle attempts to bind the target using it's mighty will and large size. The Tentacle and its target both roll a Strength check to determine if it succeeds. If The Tentacle wins, it squeeze's the target, dealing 1d4 per 4th level + Strength Modifier, preventing both it and it's target from participating in their next round of combat. At the end of the constrict, The Tentacle dies, giving any of its rewards at the end of combat as normal.
Water Spout (1st level spell): The Tentacle shoots a waterspout out of its tip at any target not obstructed by cover within 20ft. If it hits, it does 1d4 + Intelligence modifier magic damage.
Mind Games: The Tentacle attempts to pit its intelligence against its opponents. The Target within its range (10 feet) and The Tentacle roll 1d20 and add their Intelligence modifier. The following are its results:
Success:
- 1-3>Target; The Target is intimidated and rolls at disadvantage for their next attack.
- 4-6>Target; The Target is afraid and moves at half speed for the next round in addition to previous effects.
- 7&up>Target; The Target is stunned in fear, and misses their next turn.
Failure:
- 7&lower<Target; The Tentacle is terrified of what it saw and instantly chooses to die, granting its rewards at the end of combat.
- 8&up<Target; The Tentacle is in awe of what it has seen, and chooses to serve The Target, joining the party until it dies.
Shift Target: Once per combat, each tentacle may enrage all Tentacles present in a 200 foot radius, making them choose to attack any target within 50 ft.
Description
A Large, blue, autonomous Tentacle. The Tentacle moves independently of a larger body, yet seems to operate on the same mind as the Tentacles around it.
Lair and Lair Actions
Home Surf and Turf: The Blue Tentacle is closer to Char'qua, and rolls with advantage whenever it performs an action in front of Char'qua.
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