You call forth a spindly tentacle onto the ground, rising to a staggering 15 feet, and standing ready to follow any order that is commanded upon it. This creature uses the Tentacle stat block.
The creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its movement to avoid danger.
Tentacle
Medium aberration, Unaligned
AC 13
HP 17 (3d8+5)
Speed 0 ft.
| Mod | Save | ||
|---|---|---|---|
| STR | 16 | +3 | +5 |
| DEX | 12 | +1 | +1 |
| CON | 17 | +3 | +5 |
| Mod | Save | ||
|---|---|---|---|
| INT | 10 | +0 | +0 |
| WIS | 11 | +0 | +0 |
| CHA | 7 | -2 | +0 |
Senses Blindsight 60 ft. (blind beyond this point), Passive Perception 8
Languages Understands the languages you know
Traits
Sticky Suckers. When a tentacle makes a Tentacle Slam attack, it may if commanded, grapple the target of the attack with a DC of 11. If the tentacle has grappled something, it may not make another Tentacle Slam attack.
Actions
Tentacle Slam. Melee Weapon Attack: +4 to hit, reach 15 ft., one target. Hit: 7 (2d6) bludgeoning damage.
Constrict. The tentacle constricts a creature it is grappling, the creature must make a DC 13 constitution saving throw, taking 7 (2d6) bludgeoning damage on a failed save or half as much on a successful one.
Previous Versions
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3/23/2026 4:59:29 PM
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15
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3/31/2026 5:12:32 PM
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24
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2
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Coming Soon
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