{"name":"Dyrrn's Tentacle Whip","type":"Weapon","attunement":"To attune to this symbiotic weapon, you wrap the whip around your wrist for the entire attunement period, during which time the whip painfully embeds its tendrils into your arm.","needsattunement":"1","properties":"Slashing, psychic, finesse, reach","armortype":"Light","ac":"","strengthrequirement":"","weapontype":"Martial Melee","damage":"1d4+2","secondarydamage":"1d6","damagetype":"Slashing","range":"5 ft","description":"This long, whip-like strand of tough muscle bears a sharp stinger at one end. \r\nYou gain a +2 bonus to attack and damage rolls made with this magic whip, but attack rolls made against aberrations with this weapon have [i]disadvantage[\/i]. A creature hit by this weapon takes an extra 1d6 [i]psychic [\/i]damage. When you roll a 20 on the d20 for an attack roll with this weapon, the target is [i]stunned[\/i] until the end of its next turn.\r\n\r\nAs a bonus action, you can sheathe the whip by causing it to retract into your arm, or draw the whip out of your arm again.\r\n\r\n[b]Symbiotic Nature.[\/b] The whip can't be removed from you while you're attuned to it, and you can't voluntarily end your attunement to it. If you're targeted by a spell that ends a curse, your attunement to the whip ends, and it detaches from you.\r\n\r\n[b]Finesse.[\/b] When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.\r\n\r\n[b]Reach.[\/b] This weapon adds 5 feet to your reach when you attack with it. This property also determines your reach for opportunity attacks with a reach weapon.","rarity":"Very Rare","cost":"","weight":"3lb","source":"ERLW, page 276","image":"","tabledata":"","tags":"dyrrn's tentacle whip, melee, reach, martial, slashing, psychic","isShared":"on","templateId":"18","blockId":"301614"}