Suction Cups. As an action, the Octopus can pull any creature within 20 feet onto the Octopus’s suction cups on one particular tentacle. The creature is incapacitated and restrained until the Octopus uses that particular tentacle.
Amphibious. The Octopus has a swimming speed of 70 feet and a walking speed of 20 feet.
Multiattack. The Octopus can do 1d8 tentacle attacks. Add the dexterity modifier to the roll, but do not allow more attacks than the Octopus has tentacles. If a tentacle is already in use, the Octopus may not use it for a tentacle attack.
Tentacle Slap. Melee Weapon Attack: +4 to hit, range 10 feet (from tentacle, not head). Hit: 6 (2d4 + 2) force damage per tentacle.
Ink Blast. Auto-hit, range 15, all creatures in radius, are blinded for a turn, dark vision can penetrate this.
Ink Squirt. Ranged Weapon Attack: +5 to hit, range 15/30 ft., 1 target. Hit: 4 (1d8) bludgeoning damage. Target is also blinded for one turn.
Description
Amphibious Octopi are devious sea creatures that often protect underwater cave entrances to dungeons and shipwrecks. They spend most of their time underwater. Although rare, these creatures have descendants that can be found throughout the mortal world. These are called octopeds. Unlike octopeds, Amphibious Octopi are enormous and unfriendly to mortal adventures. Most believe this is because adventures attempt to steal their treasure or break into the areas they are protecting. Few other sea creatures are as feared as these malicious Octopi.
Eight-Legged. Each large sized tentacle of an Amphibious Octopi has 10HP. It’s head has 20HP, but the head is invulnerable untill at least four tentacles are defeated. The eight-legged nature of the Amphibious Octopi also brings it amazing underwater speed. However, for every leg that is cut off, it loses 5 ft. of its swimming speed and 2 ft. of its walking speed.
Guardians. These creatures are fond of valuables. They horde and protect gemstones and gold. Although they do not have lairs, they often find hiding places to store their riches. They guard the entryways to underwater dungeons, shipwrecks and other treasures.They are always ready to protect these places and have a +10 modifier for initiative.
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