Inky Tendrils
Hazard 20 — environmental, magical
Pre-Remaster content. May include legacy alignment.
Six giant tentacles reach up from the ink lake, grabbing any foes in reach and dragging them underwater.
Source: agents-of-edgewatch-bestiary (Pre-Remaster)
Perception +0
Skills stealth +32
Str
+0
Dex
+0
Con
+0
Int
+0
Wis
+0
Cha
+0
AC 42
Fort +36
Ref +39
Will +0
HP 80
Immunities poison
Offense
Melee Tentacle +37, Damage 4d8+15 bludgeoning
Abilities
Black Ink Delirium (poison) — Saving Throw DC 38 Fortitude
Maximum Duration 4 rounds
Stage 1 3d6 poison damage and Clumsy 2 (1 round)
Stage 2 6d6 poison damage and Confused (1 round)
Inky Imitator (arcane) — The inky tendrils cast a 10th-rank Duplicate Foe spell (DC 40 Fortitude) on the target; on a failed save, a simulacrum of the target made from dripping ink and clockwork scraps emerges from any other spot (tendrils' choice) in the lake.
The tendrils don't need to Sustain the Spell; the duplicate exists for 1 minute or until it is destroyed before collapsing into a puddle of ink and scrap metal.
Grab — Grab
Constrict — 2d8+10 bludgeoning plus black ink delirium, DC 42 Fortitude
Constrict
Tendrils Come Alive —
Run Inky Tendrils in the encounter builder — free, no install.
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