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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 (reach-15) +37, Damage 4d8+15 bludgeoning plus Grab
No multiple attack penalty

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
Constrict — 2d8+10 bludgeoning plus black ink delirium, DC 42 Fortitude

The monster deals the listed amount of damage to any number of creatures Grabbed or Restrained by it. Each of those creatures can attempt a basic Fortitude save with the listed DC.
Tendrils Come Alive

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Stat block data sourced from the Foundry VTT PF2E system under the Apache License 2.0. Source book: Pathfinder #162: Ruins of the Radiant Siege.

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