Tentacle Rod, Greater

Price (Item Level): 36,000 gp (17th)

Body Slot: — (held)

Caster Level: 12th

Aura: Strong; (DC 21) transmutation

Activation: Standard (command)

Weight: 6 lb.

Six long violet tentacles sprout from the end of this 2-foot-long rod, writhing sinuously when you grasp the handle.

When activated, a greater tentacle rod makes six attacks (one per tentacle) against a single target within your melee reach that you designate. The rod uses its own attack bonus (+18) rather than yours, and each attack deals 9 points of bludgeoning damage. Treat the rod as a magic weapon for the purpose of overcoming damage reduction.

If at least three of a greater tentacle rod’s tentacles strike the same living creature in a round, that creature becomes fatigued (Fort DC 20 negates); creatures already fatigued suffer no additional effect. If all six tentacles strike the same living creature in a round, that creature instead becomes exhausted (Fort DC 20 negates).

Lore: The secret to crafting the first tentacle rod was learned through nightmarish visions granted by the Elder Elemental Eye (a vile and mysterious divine entity) to its most devoted followers (Knowledge [religion] DC 20).

Wielding one of these gruesome items soon became a status symbol among the cult’s leaders, which led to a need for a greater version for the most powerful followers of the Elder Elemental Eye (Knowledge [religion] DC 25).

Prerequisites: Craft Magic Arms and Armor, Craft Rod, animate objects, black tentacles, ray of exhaustion, waves of fatigue.

Cost to Create: 18,000 gp, 1,440 XP, 36 days.

Source: Magic Item Compendium, page 62. Changed ray of fatigue to waves of fatigue as the former spell does not exist. (One could suppose that it could be touch of fatigue, but this is the greater rod, after all.)