Ten Tentacle Tan (5e Equipment)

Weapon(whip), very rare (requires attunement)

This whip is composed of a beholder skin removed as a single piece with all tentacles intact bound and fused into the aberration’s petrified tongue with a pointed hilt guard made using the monster’s sharp teeth pointed towards the tendrils around a bulbous hilt. Each of the eyeballs on the ends of the tentacles has been removed and replaced with a round gem of a different composition.

This whip deal 1d10 bludgeoning damage instead of 1d4 slashing damage and scores a critical hit with a roll of 19-20. You also have proficiency with whips.

When you damage a creature with the weapon, it must succeed on a DC 10 saving throw or suffer an effect. The ability score of the saving throw and the effect depends on the weapon damage die roll detailed in the table below. When you score a critical hit against a creature with this weapon, the creature must make an additional saving throw for each additional weapon damage die.

d10Gemsaving throwEffect
1DiamondWisdomThe creature is charmed by you for 1 minute or until you deal damage to it again.
2RubyConstitutionThe creature is paralyzed until the start of your next turn.
3CitrineWisdomThe creature is frightened of you until the end of your next turn.
4TopazDexterityThe creature’s movement speed is halved and it can’t take reactions until the end of your next turn.
5PeridotConstitutionThe creature takes 3d6 necrotic damage. You regain hit points equal to this damage.
6SapphireStrengthThe creature is knocked back 15ft and restrained until the start of your next turn.
7TanzaniteWisdomThe creature falls asleep and will remain unconscious for 1 minute or until it takes any damage.
8AmethystConstitutionThe creature is petrified until the start of your next turn, then can’t move for 1 round.
9MorganiteDexterityThe creature takes 5d8 force damage. If this damage kills the creature, its body is disintegrated.
10OnyxDexterityThe creature takes 5d10 necrotic damage and can’t regain hit points for 1 minute.
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