Wand of Long Tengels
A dark, rubbery, slightly sticky tendril about twenty centimeters long but stiffer than most. It feels slightly warm in your hands.
This wand has three charges, they do not refresh.
Anyone wielding this wand can use an action to create the below effect, this costs one charge. Instead of using a charge, the wielder can ‘donate’ five of their hit points that can’t be negated in any way, to cause the same effect. Keep a running total of the amount donated to the wand.
Effect
Squirming, slimy, dark tentacles fill a 15-foot square on ground that you can see within 60 feet. For the duration (Concentration, up to 1 minute), these tentacles turn the ground in the area into difficult terrain.
When a creature enters the affected area for the first time on a turn or starts its turn there, the creature must succeed on a Dexterity saving throw DC 13 or take 1d6 bludgeoning damage and be restrained by the tentacles until the spell ends. A creature that starts its turn in the area and is already restrained by the tentacles takes 1d6 cold damage. A creature restrained by the tentacles can use its action to make a Strength or Dexterity check (its choice) against DC 13. On a success, it frees itself.