Hold Breath. While out of water, the octopus can hold its breath for 30 minutes.
Maculotoxin. The octopus produces an acutely toxic poison. A creature subjected to this poison must make a DC 20 Constitution saving throw or becomes poisoned for 24 hours, and must repeat the saving throw at the start of each of its turns. On each successive failed save afterward, the creature experiences a new symptom. A saving throw that fails by 5 or more is treated as 2 successive failures. If the creature succeeds on a saving throw, it is cured of its most recent symptom, but retains all previous ones. If the creature fails any saving throw by 10 or more, its heart stops and it dies.
- First Failure: The creature spends its actions each turn retching and reeling.
- Second Failure: The creature is blinded.
- Third Failure: The creature is paralyzed.
- Beyond Third Failure: The creature is unable to breathe (see the Suffocating entry in the “Environment” section in chapter 8 of the Player’s Handbook).
Toxicity. Any creature that bites or consumes the flesh of the octopus is subjected to the its Maculotoxin.
Underwater Camouflage. The octopus has advantage on Dexterity (Stealth) checks made while underwater.
Water Breathing. The octopus can breathe only underwater.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1 piercing damage, and the target is subjected to the octopus's Maculotoxin.
Tentacles. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: The target is grappled (escape DC 5). Until this grapple ends, the octopus can't use its tentacles on another target.
Ink Cloud (Recharges after a Short or Long Rest). A 5-foot-radius cloud of ink extends all around the octopus if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the octopus can use the Dash action as a bonus action. Each creature within 5 feet of the octopus when the ink appears, or that enters the area or ends its turn there is subjected to its Maculotoxin.
Description
Despite its small size—a fully grown specimen is only 5 to 8 inches long and weighs less than 1/4 pound—and relatively docile nature, this vibrantly colored octopus is one of, if not the, deadliest creature[s] in the world. With its lemon-yellow skin and characteristic iridescent, electric-blue rings, this octopus stands out, even in the vibrantly colored tropical and subtropical coral reefs and tide pools it calls home. Though capable of changing the color and texture of its skin like other octopuses to camouflage itself, the blue-ringed octopus is just as safe out in the open as it is well-hidden. Its vibrant coloration is an aposematic display, a warning to would-be predators.
A blue-ringed octopus produces an acutely toxic compound known as maculotoxin. While most poisons only function when introduced to a target's body in a specific way, maculotoxin merely requires exposure; whether touched, ingested, inhaled, or administered through an injury. Once a creature has been poisoned, it experiences a wide range of symptoms, including nausea, blindness, paralysis, respiratory arrest, and heart failure, leading to death within minutes if not treated.
The potency and versatility of maculotoxin makes it a highly-prized commodity among both assassins and alchemists. A character can attempt to harvest maculotoxin from a dead or incapacitated blue-ringed octopus. The harvesting requires 1d6 minutes followed by a DC 20 Intelligence (Nature) check. (Proficiency with the poisoner's kit applies to this check.) On a successful check, the character harvests a single droplet of poison, which, when diluted in a half gallon of water, is enough for 20 doses. On a failed check, the character is unable to extract any poison. If the character fails the check by 5 or more, the character is subjected to the octopus's maculotoxin.
A theoretical vial of pure maculotoxin would contain enough poison for (4d2 + 8) × 200 doses when diluted in half as many gallons of water. With a market price of 2,500 gp per dose and a 100% fatality rate among commoners, this means a single 4-ounce vial of undiluted maculotoxin represents over ten times the worth of all the gold in Waterdeep's Vault of Dragons, and enough poison to effectively reduce an entire small town's population to zero in mere minutes.
Maculotoxin (Contact, Ingested, Inhaled, Injury)
Type: Poison Cost: 2500 gp Weight: --This poison must be harvested from a dead or incapacitated blue-ringed octopus, and even then a single dose represents 1/20 of a single droplet diluted in 3 ounces of water. A creature subjected to this poison must make a DC 20 Constitution saving throw or becomes poisoned for 24 hours, and must repeat the saving throw at the start of each of its turns. On each successive failed save afterward, the creature experiences a new symptom. A saving throw that fails by 5 or more is treated as 2 successive failures. If the creature succeeds on a saving throw, it is cured of its most recent symptom, but retains all previous ones. If the creature fails any saving throw by 10 or more, its heart stops and it dies.
- First Failure: The creature spends its actions each turn retching and reeling.
- Second Failure: The creature is blinded.
- Third Failure: The creature is paralyzed.
- Beyond Third Failure: The creature is unable to breathe (see the Suffocating entry in the “Environment” section in chapter 8 of the Player’s Handbook).
Contact. Contact poison can be smeared on an object and remains potent until it is touched or washed off. A creature that touches contact poison with exposed skin suffers its effects.
Ingested. A creature must swallow an entire dose of ingested poison to suffer its effects. The dose can be delivered in food or a liquid. You may decide that a partial dose has a reduced effect, such as allowing advantage on the saving throw or dealing only half damage on a failed save.
Inhaled. These poisons are powders or gases that take effect when inhaled. Blowing the powder or releasing the gas subjects creatures in a 5-foot cube to its effect. The resulting cloud dissipates immediately afterward. Holding one's breath is ineffective against inhaled poisons, as they affect nasal membranes, tear ducts, and other parts of the body.
Injury. Injury poison can be applied to weapons, ammunition, trap components, and other objects that deal piercing or slashing damage and remains potent until delivered through a wound or washed off. A creature that takes piercing or slashing damage from an object coated with the poison is exposed to its effects.
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Posted Nov 9, 2020I'm impressed at the detail you put into this
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Posted Nov 10, 2020Thank you. 5e is great because it generalizes and simplifies what previous editions did, so you spend more time actually engaging in the game than making rolls and looking up rules. But every once in a while, I feel it’s good to have something calculated, complicated, and as true to real life as possible.
Tetrodotoxin is serious stuff (the blue-ringed octopus variant used to be called maculotoxin before it was discovered to be the same chemical as the toxin produced by pufferfish et. other hyper-toxic organisms). I wanted to capture just how serious, so I did some research, crunched some numbers, and even did a bit of currency conversion.