Inky Tendrils
COMPLEX HAZARD 20DC 48 Athletics (legendary) or DC 45 Acrobatics (master) to tie one tentacle into a knot, rendering it useless, or Dispel Magic (8th rank; counteract DC 44) to counteract one tentacle.
The death of the Daemonic Rumormonger permanently dispels all the inky tendrils.
The inky tendrils cast a 10th-rank Duplicate Foe spell (DC 40 Fortitude) on the target; on a failed save, a simulacrum of the target made from dripping ink and clockwork scraps emerges from any other spot (tendrils' choice) in the lake.
The tendrils don't need to Sustain the Spell; the duplicate exists for 1 minute or until it is destroyed before collapsing into a puddle of ink and scrap metal.
The monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn.
2d8+10 bludgeoning plus black ink delirium, DC 42 basic Fortitude
The monster deals the listed amount of damage to any number of creatures Grabbed or Restrained by it. Each of those creatures can attempt a basic Fortitude save with the listed DC.
No multiple attack penalty