| Mod | Save | ||
|---|---|---|---|
| STR | 20 | +5 | +9 |
| DEX | 14 | +2 | +2 |
| CON | 17 | +3 | +7 |
| Mod | Save | ||
|---|---|---|---|
| INT | 6 | −2 | −2 |
| WIS | 12 | +1 | +1 |
| CHA | 7 | −2 | −2 |
Amphibious. Can breathe air and water.
Pack Tactics. Has advantage on attack rolls against a creature if at least one of the octopus’s allies is within 5 feet of the creature and isn’t incapacitated.
Blood Frenzy. Has advantage on melee attack rolls against any creature that doesn’t have all its hit points.
Multiattack. The Bone-Hook Octopus makes three Tentacle attacks.
Hooked Tentacle. Melee Weapon Attack: +8 to hit, reach 20 ft., one target.
Hit: 17 (3d8 + 5) slashing damage, and the target must succeed on a DC 16 Constitution saving throw or begin bleeding. A bleeding creature takes 7 (2d6) damage at the start of each of its turns until it or another creature uses an action to staunch the wound. The target is also grappled (escape DC 16) and restrained until the grapple ends. The octopus can grapple up to two creatures at a time.
Reel In. The octopus pulls each grappled creature up to 20 feet closer to it. If the target ends this movement within 5 feet of the octopus, it can make a Beak attack against that creature as part of this action.
Beak. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit: 22 (4d8 + 5) piercing damage.
Thrashing Counter. When a creature within 5 feet hits the octopus with a melee attack, the octopus can make one Tentacle attack against that creature.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Mythic Action Name. 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
These are the Brood Lord’s enforcers — mutated with jagged bone hooks growing from their tentacle tips. They specialize in pulling prey apart and disrupting front-line fighters.
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.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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