Amphibious. The octopin can breathe air and water.
Penetrating Sight. The octopin can see through up to 2 feet of wood, 6 inches of stone or metal, and 1 inch of lead as if it were only a ghostly image. Octopins are immune to illusory magic that relies on sight. It still requires an unobstructed line of sight to a target in order to utilize its slowing gaze.
Spider Climb. The octopin can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Multiattack. The advanced octopin makes three pincer attacks.
Pincer. Melee Weapon Attack: +9 to hit, reach 10 ft., 1 target. Hit: 11 (3d6 + 5) bludgeoning damage. The target is grappled (escape DC 15) if it is a large or smaller creature and the advanced octopin doesn't have two other creatures grappled.
Slowing Gaze. The octopin forces a target that it can see within 30 feet to make a DC 13 Wisdom save. On a failure, for 1 minute the target’s speed is halved, it takes a −1 penalty to AC and Dexterity saving throws, and it can't use reactions. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Tentacle. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 13 Constitution saving throw or become diseased. The disease has no effect for 1 minute and can be removed by any magic that cures disease. After 1 minute, the diseased creature's skin becomes translucent and slimy, the creature can't regain hit points unless it is underwater, and the disease can be removed only by heal or another disease-curing spell of 6th level or higher. When the creature is outside a body of water, it takes 6 (1d12) acid damage every 10 minutes unless moisture is applied to the skin before 10 minutes have passed.
The advanced octopin can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The advanced octopin regains spent legendary actions at the start of its turn.
Rend. The advanced octopin makes one Pincer attack on a target it has grappled. On a hit, it instead deals 19 (4d6 + 5) slashing damage.
Detect. The advanced octopin makes a Wisdom ([check]Perception[/check]) check.
Description
Six purple tentacles support a bulbous alien eye, dripping with a viscous slime. Rarely blinking, the star-shaped pupil moves rapidly about, scanning the area. Two longer tentacles end in razor-sharp claws and undulate hypnotically in the air around it.
Formed in a fusion of magic and controlled breeding, the octopin is a perverse creation of mind flayers bent on fashioning a servant loyal to their alien ways. Often employed as guards, octopins are ceaseless in their duties and relentless in their hunt for intruders that enter their domain. The octopin favors attacking from above, climbing down walls to surround and surprise its prey. It relies on its slowing gaze to hinder opponents while it tears them to pieces with its deadly tentacle claws.
A full-grown octopin stands just over 5 feet tail, with tentacles capable of teaching targets 10 feet away. They weigh 150 pounds. Their color ranges from deep purple to forest green, with a matching iris. They eat through small orifices located inside their claws. Octopin reproduce asexually once per year, laying a single ivory egg. Young take only one month to mature, during which time they eat voraciously.
Octopins understand Undercommon but cannot speak. They rely upon complicated tentacle gestures and eye movement to communicate with each other.
Previous Versions
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