Black Tentacles

School conjuration (creation); Level bloodrager 4, magus 4, sorcerer/wizard 4, summoner 3, unchained summoner 4, witch 4; Bloodline aberrant 4; Mystery dark tapestry 4

CASTING

Casting Time 1 standard action
Components V, S, M (octopus or squid tentacle)

EFFECT

Range medium (100 ft. + 10 ft./level)
Area 20-ft.-radius spread
Duration 1 round/level (D)
Saving Throw none; Spell Resistance no

DESCRIPTION

This spell causes a field of rubbery black tentacles to appear, burrowing up from the floor and reaching for any creature in the area.

Every creature within the area of the spell is the target of a combat maneuver check made to grapple each round at the beginning of your turn, including the round that black tentacles is cast. Creatures that enter the area of effect are also automatically attacked. The tentacles do not provoke attacks of opportunity. When determining the tentacles’ CMB, the tentacles use your caster level as their base attack bonus and receive a +4 bonus due to their Strength and a +1 size bonus. Roll only once for the entire spell effect each round and apply the result to all creatures in the area of effect.

If the tentacles succeed in grappling a foe, that foe takes 1d6+4 points of damage and gains the grappled condition. Grappled opponents cannot move without first breaking the grapple. All other movement is prohibited unless the creature breaks the grapple first. The black tentacles spell receives a +5 bonus on grapple checks made against opponents it is already grappling, but cannot move foes or pin foes. Each round that black tentacles succeeds on a grapple check, it deals an additional 1d6+4 points of damage. The CMD of black tentacles, for the purposes of escaping the grapple, is equal to 10 + its CMB.

The tentacles created by this spell cannot be damaged, but they can be dispelled as normal. The entire area of effect is considered difficult terrain while the tentacles last.

Greater Black Tentacles

Source PZO9465

School transmutation [good]; Level druid 6, sorcerer/wizard 6
Area 120-ft.-radius spread

DESCRIPTION

This spell causes tall grass, weeds, and other plants to swell into Gargantuan vines and tendrils that erupt from the ground, reaching for any structure or any creature of evil alignment, functioning like black tentacles except as noted. When you are determining the tendrils’ CMB, the tendrils use your caster level as their base attack bonus and have a +13 bonus due to their Strength. Any tendril that succeeds in grappling a foe deals 4d6+13 points of damage to the grappled creature. Additionally, the tendrils created by this spell can detect evil auras, as if they had spent 3 rounds observing all creatures and objects within the spell’s area using detect evil, and attack and impede the movement of only evil creatures, though they also attack any structures in their area. Each structure suffers a single attack each round; your caster level acts as the base attack bonus for these attacks, and the tendrils deal 4d6+13 points of damage on each successful attack. Creatures that lack evil auras are not attacked or impeded by this spell.

Mythic

Add your tier to the base attack bonus of the tentacles. The tentacles also deal an additional 2d6 points of acid damage with a successful grapple.

Augmented (6th): If you expend two uses of mythic power, the spell creates twice as many tentacles in the same area, meaning each creature in the area is attacked twice per round.

The tentacles can grapple creatures that are immune to grappling if that immunity is from a non-mythic source, but combat maneuver checks to grapple such creatures take a –5 penalty.

Section 15: Copyright Notice

Pathfinder Roleplaying Game Mythic Adventures © 2013, Paizo Publishing, LLC; Authors: Jason Bulmahn, Stephen Radney-MacFarland, Sean K Reynolds, Dennis Baker, Jesse Benner, Ben Bruck, Jim Groves, Tim Hitchcock, Tracy Hurley, Jonathan Keith, Jason Nelson, Tom Phillips, Ryan Macklin, F. Wesley Schneider, Amber Scott, Tork Shaw, Russ Taylor, and Ray Vallese.

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