Symbiont, Tentacle Whip
Just as you think you have the petty noble brat by his shirt collar, a long, thin, pink tendril snakes from his ruffled sleeve and before you can blink, it has the wand you knocked to floor, 10 feet away; the ember tip now pressed against your temple. "Who... exactly... has who, again?", grins the arrogant upstart.
Symbiont, Tentacle Whip
CR 5
XP: 1,600
LE Small Aberration (Symbiont)
Init: +1; Senses: Darkvision 60', Perception +11
DEFENSE:
AC: 13, Touch 12, Flat-Footed 12 (+1 size, +1 Dex, +1 natural)
HP: 45 hp (9d8)
Fort: +3; Ref: +4; Will: +6
OFFENSE:
Speed: 20 ft
Space: 2 1/2 ft.; Reach: 15 ft.
Sting: +8 melee (1d4-1 plus Poison)
STATISTICS:
Str 6, Dex 12, Con 10, Int 10, Wis 10, Chr 10
Base Atk: +6; CMB: +6; CMD: 14
Feats: Agile Maneuvers, Improved Disarm, Improved Trip, Weapon Finesse
Skills: Climb +10, Escape Artist +12, Perception +11, Stealth +16, Survival +10
Languages: Does not speak, but understands Undercommon and Daelkyr.
SPECIAL ABILITIES:
Poison (Ex): Stinger - injury; save Fort DC 14; frequency 1/round for 6 rounds; effect 1d4 Dex; cure 2 consecutive saves.
As One (Ex): See Symbionts for details.
Attachment (Ex): Tentancle whips deal 1 point of permanent Dexterity damage.
Collective Ego (Ex): Tentacle whips have an Ego Score of 9, as per the symbiont sub-type. Unless created otherwise, they are always lawful evil and is always in the service of the daelkyr lords of Xoriat.
Item Slot (Ex): Tentacle whips attach to a wrist slot.
Magic Sting: The sting of a tentacle whip is always considered to be magic for the purposes of overcoming damage reduction.
Host Benefits:
Weapon (Ex): When the tentacle whip is worn, it is considered to be a Scorpion Whip +1 except that it has 15' reach instead of the normal 10' and the host is always wielding it, even though it occupies the wrist slot, not one of the host's hands. If an attack with the tentacle whip is successful, it also injects poison as detailed above, except the saving throw DC is 10 + 1/2 host's Hit Dice + host's Constitution modifier. It is important to note that the As One ability above does apply with the tentacle whip's 15 feet of reach for the purposes of touch-delivered effects.
Improved Proficiency (Ex): When the tentacle whip is worn, the host is considered to have Agile Maneuvers, Exotic Weapon Proficiency (scorpion whip), Improved Disarm, Improved Trip, Improved Steal and Weapon Finesse as bonus feats, but only as they apply to using the tentacle whip. These benefits stack, as per usual, with the weapon qualities of a scorpion whip (like disarm and trip).
Telepathy (Su): A tentacle whip can communicate telepathically with its host, if the host has a language.
ECOLOGY:
Environment: Underground
Organization: Solitary
Treasure: None
Role: None
Source: ECB, pg. 300
Tentacle whips are common gifts of the daelkyr fleshcrafts and are of particular benefit to spellcasters as the significant reach allows them to stay away from the front lines. Tentacle whips are based on a Scorpion Whip +1 of Finesse with 3 bonus feats and an at-will poison attack.
Construction:
Aura: Moderate Transmutation; CL: 15th
Slot: Wrist; Rules: Symbionts Price: 67,000 gp
Construction Requirement: Craft Symbiont, Cat's Grace, Poison, Polymorph Any Object
Construction Cost: 33,500 gp