Medium Beast, Unaligned
Armor Class 13 Natural armor
Hit Points 10 (2d8 + 2)
Speed 25 ft., swim 20 ft.
STR
13 (+1)
DEX
16 (+3)
CON
14 (+2)
INT
6 (-2)
WIS
12 (+1)
CHA
6 (-2)
Saving Throws DEX +5, CON +4
Skills Sleight of Hand +5
Senses Darkvision 30 ft., Passive Perception 13
Languages --
Challenge 1/2 (100 XP)
Proficiency Bonus +2
Traits

Tentacles:
The aardwolfopus has tentacles, most of these creatures have 3 tentacles. These tentacles can be cut off, if the aardwolfopus takes more then 1/4th of it's max HP in one attack, if it takes more then 2/4th of it's HP in one attack, two tentacles can be cut off. If the aardwolfopus has more or less then 3 tentacles the formula to calculate when a tentacle is cut off is 1/amount of tentacles + 1th of it's max HP. The tentacles grow back in 7 days, multiple tentacles can grow back at once.

Aardwolf paws:
The aardwolfopus can't burrow itself due to the large tentacles on it's back, but it can still dig holes very fast with it's aardwolf paws.

Keen hearing, touch and smell:
The aardwolfopus has advantage on all wisdom (perception) checks relying on hearing, smell and touch, if it makes the touch check with it's tentacles.

Actions

Tentacles:
The aardwolfopus lashes out with it's tentacles, using them like whips, it has three tentacles and can use them all in one combat round.
Melee weapon attack: + 5 to hit, reach 15 ft., 1 target. Hit 5 (2d4) piercing damage. This is all per tentacle.

Bite:
The aardwolfopus bites it's opponent.
Melee weapon attack: + 2 to hit, reach 5 ft., 1 target. Hit 3 (1d4 + 1) piercing damage.

Growl:
The aardwolfopus growls at it's opponent and uses its tentacles to make it seem larger in an attempt to frighten it's opponents. All opponents within 30 ft. that can or hear see the aardwolfopus have to make a DC 12 + 1 per tentacle wisdom saving throw to avoid being frightened.

Grasp:
The aardwolfopus uses it's tentacles to gapple an opponent within reach and grapple them, if it has grappled an opponent it can put it on it's back if it is strong enough to carry it and then it can carry it around. The aardwolfopus can have as many creatures grappled as it has tentacles, but if hit has more then one target grappled it can't carry any on it's back and the grappled creatures have advantage on the strenght checks to escape.
Melee weapon attack: + 1 to hit, an extra + 1 to hit per additional tentacle used, reach 15 ft., 1 target. Hit, no damage but the target is grappled, the target can make a strenght check with DC 14 + 1 per tentacle used (so at least 15, as it needs to use at least one tentacle to use this action), to escape. While the aardwolfopus has a target grappled, it can't use the tentacles it used to grapple for anything else.

Reactions

Grab:
As a reaction to an attack, the aardwolfopus can attempt to grab the weapon out of the hands of it's melee opponent, when its opponent makes a melee attack against the aardwolfopus. If an opponent makes an unarmed strike against the aardwolf, it can attempt to grab the hand or claw of its opponent, grappling it. Both these reactions need a dexterity check from the aardwolf against the roll to hit of the opponent. If the aardwolf succeeds, they don't get hit by the attack. If the aardwolfopus sees an arrow attack, it can attempt to grab it out of the air before it gets hit, the DC for this is a 20 dexterity check.

Description

The aardwolfopus is an aardwolf with octopus tentacles embedded into it's back. It got these tentacles through a magical ritual or accident. It is good at digging, wich it does with it's aardwolf paws. It can also carry items with the tentacles on it's back and even hold weapons with it's tentacles. The aardwolfopus mostly eats insects, fish and small mammals and it mostly ignores or runs from humans. It tries to avoid conflict naturally, but some are trained for combat in gladiatoral arenas or by warlocks, sorcerers and wizards that use their capabilities for their own gain. The most common number of tentacles that an aardwolfopus has is three, but they can have more or less as it is different per creature.

Lair and Lair Actions

The aardwolfopus' lair is a burrow, larger then a normal aardwolfs would be, because it's tentacles take up quite some space. This burrow is often located near water, because the aardwolfopus can catch fish there. The burrow is quite small, often just big enough to fit one aardwolfopus in it. Some aardwolfopusses live in families of 2 adults and 3-5 young aardwolfopusses and if that's the case, their burrows often have a main tunnel with sidechambers, the tunnels and chambers are about 5 ft. in diameter.

The aardwolfopus has no lair actions, but it can cause parts of the roof of the tunnels and chambers of it's lair to collapse as a bonus action.

 

Monster Tags: Misc Creature

Habitat: DesertForestGrasslandHill

Tiempie

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