Casting Time
1 Bonus Action
30 ft (30 ft )
V, S, M *
Special 1 Round
CON Save
Damage (...)

This spell causes a black, rubbery tentacle to spring from each of the caster's hands. These eel-like things leap through the air at any one or two targets of the caster's choice, striking with the caster's spell attack modifier. If a tentacle misses, it wriggles back to the caster during the next round, and then can be hurled again for another attack as an action and/or a bonus action.

If a tentacle hits, the victim takes 1d4 bludgeoning damage plus 1 additional point per level of the caster, and must make a constitution save. If the save succeeds, the tentacle does 1d4 points of damage to the victim on the next round, as it fades away forever.

If the save fails, the victim takes double damage and is constricted by the tentacle, which deals him 2d4 points of damage per round thereafter until the spell expires or the victim gets free (whereupon the tentacle fades away). Each round, apply tentacle damage, and then roll a strength check (requiring an action by the victim) vs the caster’s DC. If the target is successful, roll damage one last time as the tentacle is torn off and fades away.

Note that once a tentacle hits, it can never change to another target. The material component of this spell is the whole or partial body of a dead worm or snake, or a piece of octopus or squid tentacle, or part of a roper's strand or a pseudopod from a mimic or other creature able to extrude appendages.

The special duration for this spell is 1 round + 1 round/caster level.

* - (Special)

Spell Tags: Damage Debuff

Available For: Sorcerer Wizard Alchemist



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