Large Beast, Unaligned
Armor Class 13
Hit Points 60 (8d10 + 8)
Speed 10 ft., Swim 60 ft.
STR
17 (+3)
DEX
13 (+1)
CON
15 (+2)
INT
4 (-3)
WIS
8 (-1)
CHA
4 (-3)
Skills Perception +4, Stealth +5
Damage Vulnerabilities Slashing
Damage Resistances Bludgeoning
Damage Immunities Lightning
Condition Immunities Petrified
Senses Darkvision 60 ft., Passive Perception 14
Languages --
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

Crystalline Lungs. While out of water, the octopus can hold its breath for 12 hours.

Water Breathing. The octopus can breathe underwater.

Magic Resistance. The octopus has advantage on saving throws against spells and other magical effects.

Illuminate. The octopus can manifest the light inside itself, shedding dim light for 10-feet around itself.

Actions

Tentacle Whip: Melee Weapon Attack: +5 to hit, reach 15 ft., up to 4 targets. Hit: 10 (2d6 + 3) bludgeoning damage.

Crystalline Beak: Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 piercing damage, and the target must succeed on a DC 13 Constitution saving throw or the bite Causes petrifying in the form of crystals to the wounded area lasting for 2 hours

Crystalline Smog: Ranged Attack: reach 30 ft., An attack dispersing a torrent of crystal shards with a radius of 25 ft of the target. that stays for 3 turns, dealing 3 piercing damage every turn within the area of effect. This ability goes on cool down for 4 turns upon use. 

Reactions

Lightning Charge. Whenever the octopus is subjected to lightning damage, it takes no damage and instead has all its attacks now do lightning damage for 1 hour

Shatter. Upon death, the crystals explode outward within 15 ft. All within range must make a DC 12 Dexterity saving throw or take 4 (3d6) piercing damage.

 

Monster Tags: Misc Creature

Habitat: Underwater

TentacleLust

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