Octorok (5e Creature)

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Medium beast, unaligned

Armor Class 12
Hit Points 13 (3d8)
Speed 30 ft., swim 30 ft.

10 (+0) 14 (+2) 10 (+0) 3 (-4) 11 (+0) 8 (-1)

Skills Perception +2, Stealth +4
Senses passive Perception 12
Challenge 1/4 (50 XP)

Amphibious. The octorok can breathe air and water.


Slam. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 4 (1d8) bludgeoning damage.

Spit Rock. Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage.

Octoroks are known to attack from land, water, and even sea. Source

Octoroks are highly adaptable omnivorous creatures. As their name implies, octoroks bear similarities to octopi, and famously spit rocks as their primary form of attack. They can be almost any color, but are most often violet, red, or blue. An octorok has between four and eight tentacle-like legs which are surprisingly functional both on land and in water, enabling octoroks to be truly amphibious.

Ambush Predators. As octoroks come in many forms and habitats, their motivation to attack and tactics involved vary widely. In all cases, an octorok will prefer to remain a safe distance and shoot rock projectiles, as this gives it a range advantage over most natural predators and prey. Defensive octoroks will usually hide in one spot as ambush predators, and shoot whatever comes close—either to scare away threats, or to kill potential prey. These defensive octoroks often hide just underground or just underwater, where they can pop their heads up just long enough to spit an attack, then retreat to safety. Other octoroks roam openly over solid ground, actively hunting either in solitude or in small packs, attacking whatever creatures they find.

Spitting Projectiles. Some varieties of octorok only spit rocks or dirt found in their natural habitat, while others are able to form organic pellets they can fire as well. A rare few are even able to spit other kinds of projectiles, such as ink blobs or even fiery explosives.

Plentiful Population. Octoroks are possibly the most common monster in Hyrule. Although some varieties prefer different habitats, at least one form of octorok can be found in almost any kind of wilderness. However, they are most abundant in coastlines or shallow water. They tend to stay near the surface of ground and water in their habitat of choice, despite their ability to swim.

Variant: Camouflaged Octorok[edit]

Most octoroks stand out like a sore thumb. A few, however, are well-tuned to their surroundings, and are barely noticeable until they decide to attack. One might use a rock or bush-like disguise, only to pop up and ambush prey with a spat rock.

A camouflaged octorok has tremorsense out to a range of 60 ft., and gains the following traits:

Chameleon Skin. The octorok has advantage on Dexterity (Stealth) checks made to hide.

Nimble Escape. The octorok can take the Disengage or Hide action as a bonus action on each of its turns.

This variant has a Challenge Rating of 1/2 (100 XP).

Variant: Speedy Octorok[edit]

In a herd of octoroks, one or two are often charged with being scouts. They instinctively watch out for predators, and are able to scurry at unusually high speeds to return to warn their families.

A speedy octorok gains the following traits:

Keen Senses. The octorok has advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell.

Swift. The octorok can take the Dash or Disengage action as a bonus action on each of its turns.

Variant: Tough Octorok[edit]

Some octoroks are exceptionally strong, which often results from abundant food sources, but can also be caused by magic. These octoroks usually have a different coloration than others in the area.

This octorok's Strength and Constitution scores increase to 16, and it gains four more Hit Dice. Its average hit points thus become 53. Its actions improve as follows:

Multiattack. The octorok makes three spit rock attacks.

Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage.

Spit Rock. Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage.

This variant has a Challenge Rating of 1 (200 XP).


Variant: Winged Octorok[edit]

A rare mutation causes a few octoroks to grow small wings. Although true flight is beyond them, they become capable of performing rapid grasshopper-like jumps, and can use this maneuver to nimbly dodge attacks.

A winged octorok gains the following trait:
Standing Leap. The octorok's long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start.

A winged octorok gains the following reaction:
Leaping Dodge. The octorok imposes disadvantage on an attack roll made against it. If the attack misses, the octorok can jump up to 10 feet, and this movement does not provoke opportunity attacks.

This variant has a Challenge Rating of 1/2 (100 XP).


See also[edit]

  • Big Octo, an unusually large and powerful octorok
  • Golden Octorok, a rare and glittering octorok blessed with supernatural speed and strength
  • Colossal Octo, a Gargantuan octorok inhabiting ocean depths and capable of sinking ships

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