Reactive. The Octorok has three reactions.
Spellcasting. The Octorok is a 1-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 10, +4 to hit with spell attacks). The Octorok has the following Druid spells prepared:
Cantrips (at will): Poison spray, Resistance
1st level (4 slots): Entangle, Healing word
Spit. The Octorok can use a bonus action to spit out players it has swallowed 30 Ft. Targets must make a DC 14 DEX check or take 15 (3d8 + 2) Bludgeoning damage and be knocked prone, or half as much on a failed save.
Wimp out. The Octorok can burrow into the ground, and restore 11 (2d8 + 2) health for every turn he is submerged. Players can make a DC 14 STR check to pull the Octorok out of the ground as an action, taking 10 (1d12 + 4) Necrotic damage on a failed check.
Swallow. RangedWeapon Attack: +6 to hit, reach 20 ft., Up to 4 targets. The targets must make a DC 16 STR check or be swallowed by the Octorok and take: Hit: 18 (3d10 + 2) Necrotic damage.
Rock spit. RangedWeapon Attack: +6 to hit, range 30/90 ft., 1 target. Hit: 28 (4d12 + 2) Bludgeoning damage.
Hide. If the Octorok is going to be hit, it can make DEX saving throw (Contested by the attacker's "to hit" score - 2) to burrow into the ground. While in the ground, it is invincible to all damage.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
Octorok are shy creatures, that resemble octopus in nature. They usually take on their surroundings, mimicking the colour of the ground and hiding underneath a shrub or rock. This Octorok, in particular, is more powerful than other Octorok - Infected by a deep evil that manifests as swirling purple energy around it. It makes no effort to hide, showing off its black skin when above ground.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
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If the [monster name] dies, these effects fade over the course of #d# days.
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