Large Monstrosity, Unaligned
AC 14    Initiative +3 (13)
HP 26 (4d10 + 4)
Speed 30 ft., Climb 30 ft., Swim 30 ft.
Mod Save
STR 14 +2 +2
DEX 16 +3 +3
CON 12 +1 +1
Mod Save
INT 2 −4 −4
WIS 11 +0 +0
CHA 4 −3 −3
Skills Perception +4, Stealth +7
Senses Darkvision 60 ft.; Passive Perception 14
Languages None
CR 1 (XP 200; PB +2)
Traits

Suction Cling. The abyssal wreck octopus can climb difficult surfaces, including along ceilings and wet or uneven surfaces, without needing to make an ability check. It can remain adhered to a surface even while grappling a creature.

Vibration Hunter. While in contact with a solid surface or water, the abyssal wreck octopus knows the location of any creature within 30 feet that is touching the same surface or water. It ignores movement restrictions caused by brine growth, debris, or rigging.

Boneless Body. The abyssal wreck octopus can move through openings as narrow as 1 foot wide without squeezing.

Camouflage. While motionless in dim light or among wreckage, the abyssal wreck octopus is indistinguishable from its surroundings unless a creature succeeds on a DC 13 Wisdom (Perception) check.

Actions

Bite. Melee Attack Roll:
+5, reach 5 ft.

Hit: 7
(1d8 + 3) piercing damage plus 3
rollable;{"diceNotation":"1d6", "rollType":"damage", "rollAction":"Bite", "rollDamageType":"Poison"}[/rollable] poison damage.

The target must succeed on a DC 12 Constitution saving throw or be poisoned until the end of its next turn.

Tentacle Snare (Recharge 5–6).
Dexterity Saving Throw: DC 12, one creature the octopus can see within 20 feet.

Failure: The target is grappled (escape DC 12) and has the Restrained condition as barbed tentacles coil tightly around it. The restraint lasts until the grapple ends.

A creature can use its action to attempt a DC 12 Strength (Athletics) check, freeing itself on a success.

The tentacles can also be attacked (AC 12; HP 8; immunity to poison and psychic damage). Destroying the tentacles ends the effect.

Description

Abyssal wreck octopi dwell in the drowned ribs of shipwrecks and reef-choked ruins, clinging silently to beams and hull planks with powerful suctioned limbs. Roughly the size of a large barrel, their flesh is mottled gray and corpse-pale, studded with faint bioluminescent nodes that pulse softly in darkness. When still, they are nearly indistinguishable from wet wood and barnacle growth; when hunting, their lights flare in cold blue rings along their arms.

Unlike common octopi, these creatures can survive for long periods out of water, retaining moisture in specialized mantle folds as they stalk flooded decks and damp cabins. Their bite delivers a sharp neurotoxin that numbs muscle and steals breath, allowing them to coil around struggling prey and drag it into cracks or bilges to feed. Patient hunters, drawn to vibration and blood in the water, and once settled within a wreck they defend it instinctively, striking from above or from splintered walls without warning. Sailors whisper that these are merely the small scavengers of their kind — and that in the lightless trenches below, colossal elders drift like living reefs, their lantern-lights visible long before the rest of them emerges from the dark.

Habitat: CoastalPlanar (Elemental Plane of Water)Underwater

MBushes

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