Wand of the Tentacular Spectacular
Entrusted to Anthur-Ro by adventurers that wanted no part in it, this wand has no effect unless used on a night in which Furiam is in full aspect. When activated, dozens of micro-portals appear along every surface within about 60' of the user. Wretched, eldritch tentacles probe and seek their way through, clutching anything within grasp and straining with unnatural might to pull their quarry back through the saucer-sized gateways between this reality and whatever ungodly expanse lies on the other side.
Creatures within 60' of the wand that fail a DC 12 Dexterity saving throw suffer 4d8 crushing damage and are immobilized. Any creature within that radius must save each turn or be seized, crushed and immobilized. The tentacle field counts as difficult terrain.
Escape from seizure is possible with a pure Strength check of 18 or greater; alternatively, tentacles can be severed if they suffer 20 slashing damage or will retreat if they suffer 5 fire damage.
After three rounds, the microportals close, severing the tentacles that then seize and writhe for several minutes, and an otherworldly howl of agony echoes through the air causing 2d6 psychic damage and the fear effect with a Wisdom save DC of 18 upon all who hear it. The wand then sleeps, as does its wounded and furious master, until the next full moon.
It's probably fine.
Item type
Magical
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