Large Aberration, Lawful Evil
Armor Class 18
Hit Points 120 (16d8 + 48)
Speed 30 ft., Climb 30 ft.
STR
21 (+5)
DEX
14 (+2)
CON
16 (+3)
INT
10 (+0)
WIS
12 (+1)
CHA
16 (+3)
Saving Throws DEX +6, CON +7, CHA +7
Skills Perception +3
Damage Immunities Lightning
Senses Darkvision 60 ft., Unknown Penetrating Sight, Passive Perception 13
Languages Undercommon (cannot speak)
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Penetrating Vision. An octopin can see through up to 2 feet of wood or earth, six inches of stone or metal, or one inch of lead as if it were not there. It is immune to the visual components of figments or illusion spells, and can see invisible creatures. It still requires line of effect in order to use its slowing gaze on an opponent.

Actions

Multiattack. The Octopin can use its slowing gaze and makes two claw attacks. If the octopin hits with both tentacle claw attacks, it latches onto the opponent's body and tears the flesh. The target takes an additional 2d8 + 7 points of bludgeoning damage

Claw. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 11 (3d6 + 6) slashing damage. 

Slowing Gaze. The octopin targets one creature it can see within 30 feet of it. If the target can see the octopin, the target must succeed on a DC 16 Wisdom saving throw against this magic or be affected by the gaze for 1 minute.

An affected target's speed is halved, it takes a −2 penalty to AC and Dexterity saving throws, and it can't use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature's abilities or magic items, it can't make more than one melee or ranged attack during its turn.

If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn't take effect until the creature's next turn, and the creature must use its action on that turn to complete the spell. If it can't, the spell is wasted.

A creature affected by this spell makes another Wisdom saving throw at the end of each of its turns. On a successful save, the effect ends for it.

Legendary Actions

The advanced octopin can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The advanced octopin regains spent legendary actions at the start of its turn.

Slowing Gaze. The advanced octopin uses its slowing gaze.

Claw Swipe. The advanced octopin makes one claw attack.

Psychic Drain (Costs 2 Actions). One creature slowed by the advanced octopin takes 10 (3d6) psychic damage, and the advanced octopin regains hit points equal to the damage the creature takes.

Description

This creature is the result of experiments conducted by Zyrxog, the mind flayer, on an octopin.

Habitat: Underdark

hoogamaphone

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