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The tentacle whip is a type of symbiont that provides the host with a poisonous tendril that may be used like a whip. It can be a deadly weapon in the hands of an experienced user.[1][2]

Description[]

The tentacle whip resembles a long strand of tough muscle that ends in a stinger, which is razor sharp and can inject poison into its targets.[1][2]

Abilities[]

This symbiotic creature can graft itself to a willing, helpless, or unconscious host by wrapping around the wrist and inserting its tendrils into the forearm and bonding to the nervous system. This is painful and the injury slightly hampers arm movements until the injuries heal.[1][2] The process is similar to attuning to a magical item.[2] The tentacle whip requires sustenance and will drain the energies of its host; this drain is relatively minimal, though. Attaching or removing the tentacle whip does damage to the host body.[1] While the whip is bonded to an arm, it cannot be removed or disarmed like a traditional weapon;[1][2] A spell that lifts a curse forces the tentacle whip to detach.[2]

Like with a regular whip, the host may use the tentacle whip to attack a foe 15 feet (4.6 meters) away, but they can also strike foes close at hand too. Alternatively, the tentacle whip may attack independently, not requiring any effort on the host's part.[1] In any case, the symbiont guides the host's arm, helping them become a skillful whip-wielder able to disarm and trip others, even with their non-dominant arm.[1][2] However, it may be less effective against aberrations.[2] Its wielder cannot use another weapon or shield in that free hand, though they may still use the hand and punch as normal.[1]

The tentacle whip is equivalent to a magical weapon and is lethally injurious, while the stinger injects a debilitating poison into the foe's bloodstream. Furthermore, it is also able to channel spells and other powers and effects through it that operate via touch.[1] Alternatively, it inflicts psychic injury and may even stun those struck by it..[2]

The tentacle may be sheathed by retracting it inside the host arm..[2]

Personality[]

Like other symbionts, the whip understands Undercommon, but can then speak telepathically with its host once bonded.[1]

History[]

Like other symbionts, the tentacle whip was created by the daelkyr.[1]

Usage[]

Daelkyr

Before the cream sits out too long,
You must whip it.

Daelkyr commonly use tentacle whips in order to inflict their corrupting touch on other creatures from a distance.[1][3]

Advanced daelkyr half-bloods are able to grow new tentacle whips from their own bodies in a matter of days,[4] while impure princes, masters of symbionts, can summon one to their side if they have the need.[5]

A tentacle whip is valued at 8,000 gp.[6]

Notable Users[]

Appendix[]

Appearances[]

Gallery[]

References[]

  1. 1.00 1.01 1.02 1.03 1.04 1.05 1.06 1.07 1.08 1.09 1.10 1.11 1.12 1.13 1.14 Keith Baker, Bill Slavicsek, & James Wyatt (2004). Eberron Campaign Setting. (Wizards of the Coast), p. 300. ISBN 0-7869-3274-0.
  2. 2.00 2.01 2.02 2.03 2.04 2.05 2.06 2.07 2.08 2.09 2.10 2.11 Keith Baker, Jeremy Crawford, & James Wyatt (2019). Eberron: Rising from the Last War. (Wizards of the Coast), pp. 276–277. ISBN 0786966890.
  3. Keith Baker, Bill Slavicsek, & James Wyatt (2004). Eberron Campaign Setting. (Wizards of the Coast), pp. 278–279. ISBN 0-7869-3274-0.
  4. Bruce R. Cordell, Stephen Schubert, and Chris Thomasson (2005). Magic of Eberron. (Wizards of the Coast), p. 37. ISBN 0-7869-3696-7.
  5. Bruce R. Cordell, Stephen Schubert, and Chris Thomasson (2005). Magic of Eberron. (Wizards of the Coast), p. 74. ISBN 0-7869-3696-7.
  6. Bruce R. Cordell, Stephen Schubert, and Chris Thomasson (2005). Magic of Eberron. (Wizards of the Coast), p. 154. ISBN 0-7869-3696-7.
  7. James Wyatt and Keith Baker (2009). Eberron Campaign Guide. (Wizards of the Coast), pp. 205–205. ISBN 0-7869-5099-4.
  8. Keith Baker, Jeremy Crawford, & James Wyatt (2019). Eberron: Rising from the Last War. (Wizards of the Coast), pp. 287, 288. ISBN 0786966890.
  9. David Noonan, Rich Burlew, & Frank Brunner (2005). Explorer's Handbook. (Wizards of the Coast), p. 102. ISBN 0-7869-3691-6.
  10. Jennifer Clarke Wilkes, Ari Marmell, & C.A. Suleiman (2006). Faiths of Eberron. (Wizards of the Coast), p. 133. ISBN 0-7869-3934-6.
  11. Tim Waggoner (2010). Lady Ruin. (Wizards of the Coast). ISBN 0-7869-5625-9.
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