Hold Breath. While out of water, the octopus can hold its breath for 1 hour.
Underwater Camouflage. The octopus has advantage on Dexterity (Stealth) checks made while underwater.
Ambidextrous. The octopus can use four of its tentacles to walk on land with a speed of 30ft.
Innate Spellcasting. The octopus can cast Create Water at will.
Home. The octopus has a +5 to AC while it is in or fighting from its urn.
Multiattack. The octopus can make three Tentacle attacks, each of which it can replace with one use of Fling or its Beak attack.
Tentacle. Melee Weapon Attack: +6 to hit, reach 15 ft., one target. Hit: 12 (2d8 + 3) bludgeoning damage, and the target is grappled (escape DC 17 Strength). Until this grapple ends, the target is restrained. The octopus has eight tentacles, each of which can grapple one target.
Fling. One Large or smaller object or creature grappled by the octopus is thrown up to 60 feet (roll 1d6 for distance) in a direction of the octopus's choice and knocked prone, taking 1d8 bludgeoning damage for every 10 feet it was thrown. If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 18 Dexterity saving throw or take the same damage and be knocked prone.
Beak. The octopus attempts to bite a smaller creature it has grappled in half. Melee Weapon Attack: +10 to hit, target must be grappled by the octopus. Hit: 18 (3d10 + 3) piercing damage.
Crush. All creatures grappled by the octopus that fail their escape (DC 17 Strength) at the beginning of their turn, take 10 (2d6 + 3) bludgeoning damage and remain grappled.
Ink Cloud (Recharges after a Short or Long Rest). A 20-foot-radius cloud of ink extends all around the octopus if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the octopus can use the Dash action as a bonus action.
Description
Awakened at a very young age, Ceph has spent his whole life around humans, and is always interested in meeting new folks and helping those he admires.
Ceph had been taught the skills of boatmanship and excelled rapidly in becoming a master of all things riggings, knots, sails etc. of a ship. With Ceph on your boat, the need for a crew is basically eliminated, which also makes him an enticing catch for pirates and cheep-skate captains alike.
A single tentacle can reach 15ft in length. Ceph uses the beams and ropes of the ship to deftly swing to parts he can not reach from his urn.
* Ceph was created for an island hopping home-brew game. He was mostly created to minimize the amount of boat checks and the need for a crew of random NPC's to operate a ship. He sure is cute, and a devastating brute if anyone tries to f*ck with his ship or his friends.
Lair and Lair Actions
Ceph lives contently in a large bronze urn on the top deck of his ship, which is adhered on the bottom with Sovereign Glue to prevent it from spilling over. Ceph uses the spell Create Water to keep the water in his home fresh.
Although he can swim freely in the ocean, he prefers to remain onboard the ship while it travels. If the ship or its crew are threatened, he will fight from his urn unless given a direct order from the captain to do otherwise.
While in the urn, Ceph is granted three-quarters coverage, a +5 bonus to AC.
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