Octofolk Entangler (5e Creature)

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Octofolk Entangler[edit]

Medium humanoid (octofolk), lawful neutral


Armor Class 14 (natural armour)
Hit Points 52 (8d8 + 16)
Speed 20 ft., swim 30 ft.


STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 14 (+2) 11 (+0) 15 (+2) 10 (+0)

Skills Perception +6, Stealth +6
Proficiency Bonus +2
Damage Resistances cold
Senses darkvision 60 ft., passive Perception 16
Languages Aquan, Common
Challenge 3 (700 XP)


Amphibious. The octofolk can breathe air and water.

Grappler. The octofolk has advantage on attack rolls against any creature grappled by it.

Keen Hearing and Sight. The octofolk has advantage on Wisdom (Perception) checks that rely on hearing or sight.

Octopus Telepathy. The octofolk can magically command any octopus within 120 feet of it, using a limited telepathy.

Underwater Camouflage. The octofolk has advantage on Dexterity (Stealth) checks made while underwater.

ACTIONS

Multiattack. The octofolk makes two attacks: one with its spear and one with its tentacles.

Spear. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage, or 7 (1d8 + 3) piercing damage if used with two hands to make a melee attack.

Tentacles. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 3) bludgeoning damage, and the target is grappled (escape DC 13). Until this grapple ends, the octofolk can't use its tentacles on another target.

Net. Ranged Weapon Attack: +5 to hit, range 5/15 ft., one Large or smaller creature. Hit: The target is restrained by netting. As an action, the restrained target can make a DC 10 Strength check, bursting the net on a success. The net can also be attacked and destroyed (AC 10; hp 5; immunity to bludgeoning, poison, and psychic damage).

Ink Cloud (Recharges after a Short or Long Rest). A 10-foot-radius cloud of ink extends all around the octofolk 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 octofolk can use the Dash action as a bonus action.


Hunting as the octofolk perform it is largely a matter of grabbing prey with the tentacles and dragging it into the depths to be speared by other hunters. This strategy is quite risky to the octofolk doing the grappling, so many octofolk hunters take to carrying nets. The veterans of these hunters are very skilled in the art of grappling and with the use of nets, such that almost no foe can avoid being ensnared by the octofolk, leading to members of other races referring to them as entanglers.

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