Black Tentacles
Fill the ground with grasping limbs of conjured black flesh
Black Tentacles fills a chosen area with limbs of conjured black flesh. They push through the ground, walls, and other fixed surfaces, then seize every creature they can reach. The spell is indiscriminate: allies and even the caster are attacked if they enter its area.
Each creature in the zone attracts one tentacle. Once per round, that tentacle attempts a grapple using the effective STR in the table. The creature opposes it with STR or DEX under the normal grapple rules. On a success, the tentacle holds the creature until it escapes, the tentacle is destroyed, or the spell ends. A creature too large for that version of the spell cannot be grappled.
A tentacle is a physical object with its own HP and no DR. A creature it holds can attack it automatically; anyone else attacks it normally. A destroyed tentacle does not grow back, and that casting cannot create another one for the same creature. A tentacle that fails its grapple remains and tries again on the following round.
Once per round, a tentacle constricts a creature it is already holding. Its physical damage equals the damage of Hurl Rock cast at the spell level immediately below Black Tentacles. DR applies normally.
| Spell level | Zone radius | Maximum target size | Tentacle STR | HP per tentacle | Hurl Rock equivalent | Constriction damage per CL |
|---|---|---|---|---|---|---|
| 4 | 40 ft | Large | Spell DC | 5 per CL | Level 3 | 2d12 |
| 6 | 80 ft | Huge | Spell DC × 1.5 | 10 per CL | Level 5 | 4d12 |
| 8 | 160 ft | Colossal | Spell DC × 2 | 20 per CL | Level 7 | 8d12 |
| 10 | 640 ft | Colossal+ | Spell DC × 4 | 40 per CL | Level 9 | 16d12 |
The tentacles disappear when the spell ends, including severed pieces. Dispel Magic removes the entire field at once.