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Rod, very rare (requires attunement)

This rod has a head of warm, rubbery tentacles, and it functions as a magic mace that grants a +1 bonus to attack and damage rolls made with it. The rod has 5 charges, and regains 1d4 + 1 expended charges daily at midnight. If the rod is reduced to 0 charges, roll d20. On a 1, the rod collapses into slime and disappears. It has these properties:

Spell. While holding the rod, you can expend one charge as an action to cast the evard's black tentacles spell.

Tentacle Golem. You can use an action to hurl the rod to the ground, whereupon it transforms into a tentacle golem. This consumes 2 charges. It remains in this form while you can concentrate on it, up to 1 minute. If it is reduced to 0 hit points, it reverts to rod form and this property cannot be used again until the next midnight. If the tentacle beast is subject to instant death, disintegration or is otherwise annihilated, the rod is also destroyed.

Tentacle Golem

Large construct, neutral


Armor Class 14 (natural armor)
Hit Points 76 (8d10 + 32)
Speed 20 ft., climb 20 ft.


STR DEX CON INT WIS CHA
20 (+5) 15 (+3) 18 (+4) 3 (-4) 10 (+0) 5 (-3)

Damage Immunities psychic, poison; bludgeoning, piercing and slashing from nonmagical attacks that aren't adamantine
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 60 ft., passive Perception 10
Languages understands the languages of its creator but can't speak
Challenge 6 (2,300 XP)


Immutable Form. The golem is immune to any spell or effect that would alter its form.

Magic Resistance. The golem has advantage on saving throws against spells and other magical effects.

Magic Weapons. The golem's weapon attacks are magical.

ACTIONS

Multiattack. The golem makes two slam attacks. If both attacks hit a Medium or smaller target, the target is grappled (escape DC 15), and the golem uses its Engulf on it.

Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.

Engulf. The golem engulfs a Medium or smaller creature grappled by it. The engulfed target is blinded, restrained, and unable to breathe, and it must succeed on a DC 15 Constitution saving throw at the start of each of the golem's turns or take 14 (2d8 + 5) bludgeoning damage. If the golem moves, the engulfed target moves with it. The golem can only have one creature engulfed at a time,

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