Effect
| - Attack: Melee 1 ; +15 vs. Will
Hit: The target is dominated until the end of the tentacle's next turn.
- Attack: Melee 1 ; +15 vs. Reflex
Hit: 10 necrotic and poison damage. The target is slowed and takes ongoing 10 necrotic and poison damage .
- Attack: Melee 1 ; +17 vs. Reflex
Hit: 10 necrotic and untyped damage, and the tentacle grabs the target.
- Attack: Melee 1 ; +15 vs. Fortitude
Hit: 10 necrotic and untyped damage, and the target takes a -2 penalty to attack rolls and is weakened until the end of the tentacle's next turn.
- Attack: Melee 1 ; +17 vs. AC
Hit: 10 necrotic and untyped damage, and the tentacle grabs the target.
- When the constricting tentacle moves, it pulls with it any creature grabbed by it. In addition, the creature remains grabbed, and the tentacle does not provoke an opportunity attack from the grabbed creature.
- Attack: Melee 1 ; +15 vs. Fortitude
Hit: 10 necrotic and untyped damage, and the target is restrained and can't take opportunity actions until the end of the tentacle's next turn. The target loses a healing surge and the silt horror regains hit points equal to the target's healing surge value. Any excess hit points regained in this way above the silt horror's maximum hit points become temporary hit points.
- Attack: Melee 1 ; +15 vs. Fortitude
Hit: 10 necrotic and untyped damage, and the target grants combat advantage and gains vulnerability 10 necrotic . If the target has vulnerability to necrotic damage, increase that vulnerability by 10 while this effect is active.
- The constricting tentacle can be no more than 20 squares away from a silt horror.
- Attack: Melee 3 ; +17 vs. AC
Hit: 10 necrotic and untyped damage, and the target is knocked prone.
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