Tentacle Rod 5e
Rod, rare (requires attunement)
Made by the drow, this rod is a magic weapon that ends in three rubbery tentacles. While holding the rod, you can use an action to direct each tentacle to attack a creature you can see within 15 feet of you. Each tentacle makes a melee attack roll with a +9 bonus. On a hit, the tentacle deals 1d6 bludgeoning damage. If you hit a target with all three tentacles, it must make a DC 15 Constitution saving throw. On a failure, the creature's speed is halved, it has disadvantage on Dexterity saving throws, and it can't use reactions for 1 minute. Moreover, on each of its turns, it can take either an action or a bonus action, but not both. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success.
Commentary by Sam West, Twitter: @CrierKobold
Ah, the Tentacle Rod. The perfect magic item. It's creepy, silly, and wacky, all at the same time. You get a funky rod that beats a bunch of things up around you and adds some weird conditions to them should you hit them. I love it dearly.
You are directing the tentacles to attack with your action; the tentacles make the attacks. This means they don’t benefit from boons to your attack rolls, such as a Hunter’s Mark.
Generally, it's best to aim all the tentacles at the same target, as the conditions the item imposes are far outweigh the menial damage each tentacle does on its own.
The failed save imposes the following effects for 1 minute:
The creature’s speed is halved.
It has disadvantage on Dexterity saving throws.
It can’t take reactions.
It can take either an action or bonus action on its turn, not both.
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