Armor Class
12
Hit Points
25
(10d4)
Speed
30 ft., swim 40 ft.
STR
8
(-1)
DEX
14
(+2)
CON
10
(+0)
INT
7
(-2)
WIS
10
(+0)
CHA
12
(+1)
Skills
Stealth +5
Damage Resistances
Cold, Necrotic
Damage Immunities
Psychic
Condition Immunities
Frightened, Poisoned
Senses
Darkvision 120 ft., Passive Perception 10
Languages
Abyssal, Aquan, Common Common, Abyssal, Aquan Cannot speak, can understand and communicate telepathically with it's summoner
Challenge
1 (200 XP)
Proficiency Bonus
+2
Traits
Magic Resistance. The Octopus has Advantage on saving throws against spells and other magical effects.
Actions
Bite. Melee Attack Roll: +2, reach 5 ft. Hit: 5 (1d4 + 3) Piercing damage, and the target has the Poisoned condition until the start of the Octopus's next turn.
Change Shape. The Octopus can change shape into a small non-threatening inanimate object or feature
Invisibility. The Octopus casts Invisibility on itself, requiring no spell components and using Charisma as the spellcasting ability.
Reactions
When struck the Octopus can, 3 times per day, emit a Chaos Cloud in a 5' radius sphere centred on itself causing the attack to miss. The cloud is stationary and has one of the following chaotic effects lasting until the start of the familiar's next turn:
- 1-5 Darkness as the spell
- 6-7 Fractal images A blur of confusing quasi-random images. Those in the cloud have -2 to hit, cannot make opportunity attacks and must make a DC12 Wisdom Saving roll or exit the cloud in a random direction
- 8-9 Instability Those in the cloud feel very inebriated and have -2 to hit. They must make a DC12 Dexterity Saving roll or fall prone
- 10 Visions of the Old Ones The victim has visions of the Great Old Ones. They must succeed on a DC15 Intelligence or Wisdom Saving roll or run in fear for 1 turn. At the GM's discretion a save that is a natural 1 means the victim has actually spoken to one of these beings and will be raving mad for d100 hours
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