Weird Growth. The odopi sprouter's size and stats change as its number of arms grows.
- With 6 or fewer arms, it is size Small. Its Strength and Dexterity scores are 5, its AC is 9, its Hit Point maximum is 16 (3d6 + 6), and its Movement Speed is 15ft. Its Challenge Rating is 1/2.
- With 12 or fewer arms, it is size Medium. Its Strength and Dexterity scores are 8, its AC is 11, its Hit Point maximum is 33 (6d6 + 12), and its Movement Speed is 25ft. Its Challenge Rating is 1.
- With 24 or fewer arms, it is size Large. Its Strength and Dexterity scores are 14, its AC is 14, its Hit Point maximum is 66 (12d6 + 24), and its Movement Speed is 50ft. Its Challenge Rating is 2.
- Otherwise, it is size Huge. Its Strength and Dexterity scores are 22, its AC is 18, its Hit Point maximum is 110 (20d6 + 40), and its Movement Speed is 80ft. Its Challenge Rating is 4.
The odopi cannot have more than 40 arms.
Grappler. The odopi sprouter can grapple as many creatures as half its number of arms simultaneously.
All-Around Vision. While the odopi sprouter has at least two arms, it can see in all directions at once, and Stealth checks made against it suffer disadvantage.
Leaping. The odopi sprouter can long jump or high jump a distance equal to its movement speed, and can do both from a standing start.
Pruning. Whenever the odopi sprouter takes slashing damage, it must succeed on a Constitution saving throw with a DC equal to 10 or the damage taken, whichever is higher. On a failure, it loses 2 (1d4) arms, and adjusts its stats accordingly. If it loses all its arms, it dies.
Trample. After taking the Dash action, the odopi sprouter can move through the space of any creature of its size or smaller. After moving through a creature's space for the first time in a turn, the creature must make a DC 12 Dexterity saving throw. On a failure, they take 4 (1d8) bludgeoning damage, and the odopi can make a grapple check against them as a free action. While a creature is grappled by the odopi, it moves with the odopi, and takes bludgeoning damage automatically at the start of the odopi's turn. The damage dealt by this trait increases by 4 (1d8) for every fourth arm the odopi has.
Roll on Landing. The odopi sprouter has resistance to damage from falling, and if it falls further than 40 ft, it takes damage as if it fell only 40ft.
Multiattack. The odopi sprouter makes a number of Pummel attacks equal to one quarter its number of arms, rounded up.
Pummel. Melee Unarmed Attack: +2 to hit, reach 5ft., one target. Hit: 4 (1d8) bludgeoning damage.
Swallow Whole. The odopi sprouter swallows 2 (1d4) grappled creatures by passing them through its forest of arms to the center of its body, dealing 4 (1d8) bludgeoning damage to each in the process.
A swallowed creature is considered grappled, but the odopi is not. While swallowed, the creature is blinded and has full cover from any attacks originating from any source other than the odopi. The creature can make a check to escape on its turn as if escaping a grapple, but it does so with disadvantage. A creature outside the odopi can make a similar check to pull them out. This check does not suffer disadvantage, but provokes an attack of opportunity from the odopi. If the odopi is at least one size bigger than a swallowed creature, the creature cannot escape or be pulled free. Each swallowed creature takes 3 (1d6) acid damage at the start of the odopi's turn.
The odopi can have a number of creatures equal to one quarter its number of arms swallowed at once, and such creatures are counted separately from the number of creatures it can grapple. If the odopi becomes smaller than one of its swallowed creatures, that creature immediately escapes. When a creature escapes, it is immediately grappled by the odopi.
Abberant Mutation. The odopi sprouter gains 3 (1d4 + 1) arms, and adjusts its stats accordingly. The odopi gains an additional 3 (1d4 + 1) arms for each size category above Small it has grown to. The odopi also regains 2 (1d4) Hit Points for every fourth arm it gains.
Hurl. The odopi sprouter expunges a blast of stomach acid. 2 (1d4) swallowed creatures of the odopi's choice are released, and flung up to 20ft in a straight line in a direction of the odopi's choosing, landing prone and taking 4 (1d8) plus the odopi's Strength modifier bludgeoning damage, in addition to any falling damage they would take after landing. The odopi can make an improvised weapon attack against a creature within range using their flung bodies, dealing 4 (1d8) plus its Strength modifier bludgeoning damage to the target on a hit.
Furthermore, any creature within 20ft. of the odopi must make a DC 12 Dexterity saving throw. On a failure, they take 7 (2d6) acid damage for each creature that was expunged. Any creature swallowed by the odopi fails this saving throw automatically, and takes 24 (8d6) acid damage instead.
The odopi cannot use this ability unless it has swallowed at least one creature.
Grotesque Blooming. Trigger: the odopi sprouter takes Psychic damage. The odopi uses its Abberant Mutation ability.
Reach In. Trigger: a creature within 5ft. tries to pull a swallowed creature free. The odopi uses its Multiattack Action.
Description
This is a new take on an old creature from 3rd edition. The original odopi was released in the Monster Manual III in 2004. The artwork was created for that release by Rafael Garres Cervantes. I was inspired by it and wanted to take it in a new direction. This version is probably less powerful than the original, but I hope it remains a dynamic and exciting encounter.
Original Description:
This nightmarish creature is a tangle of hundred of clawed arms, each covered in warty orange flesh. If the creature has a true body, it is disguised by the forest of limbs. Each hand has a single eye glaring balefully from the palm. It moves by rolling, its arms working in synchrony to allow it to tumble with surprising speed.
Sometimes called “tumbling horrors” or “claw clusters”, the odopi are hideous aberrations found on chaotic and evil planes. Daemons, demons and proteans have all accused each other of being responsible for odopi creation, and no qlippoth has yet taken the credit. The center of an odopi’s body contains a single fleshy orifice that serves as both mouth and anus—this is the ultimate destination of anything unfortunate enough to fall into odopi clutches.
Odopi roll ceaselessly in search of prey, preferring canyons, crags and other terrain other creatures find hazardous but they can navigate with ease. An odopi’s tactics are simple—claw and trample creatures until they stop moving, then swallow them. If attacked at range, they will throw stones with deadly accuracy, and they can use true seeing to detect invisible enemies. If badly injured, they typically flee using dimension door.
An odopi speaks Abyssal in a guttural, slobbering tone, accompanying its speech with hand gestures and claps.
This version of the odopi lacks the spellcasting and ranged attack features of its predecessor, but makes up for it with the ability to increase in size and fling its body high into the air. The longer you let an odopi go without pruning its clawed arms, the bigger it gets, and the more of a problem it becomes.
When first encountered, the odopi sprouter may have any number of arms. If it has been imprisoned by a wizard or necromancer, it has 9 (2d6 + 2) arms. If it is wild, it has 36 (6d6 + 6) arms.
The odopi sprouter may be the result of profane rituals or experiments performed on a pile of corpses rather than being an extraplanar entity. In this case, its creature type changes to undead, it replaces its resistance to psychic damage with resistance to necrotic damage, and its Grotesque Blooming reaction triggers in response to necrotic damage instead of psychic.
If you wish to have an especially large odopi sprouter, perhaps one which has survived long enough to become ancient, you can calculate its stats with the following formulae.
- The odopi's Strength and Dexterity scores are equal to half its number of arms, rounded up, plus two.
- The odopi has a number of Hit Dice equal to half its number of arms, rounded up. These are always a d6.
- The odopi's Movement Speed is equal to twice its number of arms, rounded up to the next multiple of 5ft.
- The odopi cannot make more than ten attacks with its Multiattack feature. Instead, a number of its attacks deal an extra 4 (1d8) bludgeoning damage, one attack for every fourth arm it has beyond 40. If it has more than 80 arms, its attacks deal an extra 8 (2d8) damage instead, and so on.
The Challenge rating of this creature will need to be adjusted as it grows beyond its natural limits. An odopi with 80 arms would have a CR rating of 10, and would be a Gargantuan creature.
Previous Versions
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