Wereoctopus (5e Creature)

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Medium humanoid (human, shapechanger), neutral evil

Armor Class 11
Hit Points 44 (8d8 + 8)
Speed 30 ft. (15 ft., swim 60 ft. in octopus or hybrid form)

17 (+3) 13 (+1) 13 (+1) 12 (+1) 10 (+0) 8 (-1)

Skills Perception +2, Stealth +3
Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
Senses darkvision 30 ft., passive Perception 12
Languages Common (can't speak in octopus form)
Challenge 2 (450 XP)

Amphibious (Humanoid or Hybrid Form Only). The wereoctopus can breathe air and water.

Hold Breath (Octopus Form Only). While out of water, the wereoctopus can hold its breath for 1 hour.

Shapechanger. The wereoctopus can use its action to polymorph into an octopus-humanoid hybrid or into a giant octopus, or back into its true form, which is humanoid. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

Underwater Camouflage (Octopus or Hybrid Form Only). The wereoctopus has advantage on Dexterity (Stealth) checks made to hide while underwater.

Water Breathing (Octopus Form Only). The wereoctopus can breathe only underwater.


Tentacles (Octopus or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage, and the target is grappled (escape DC 13). Until this grapple ends, the wereoctopus can't use its tentacles on another target. If the target is a humanoid, it must succeed on a DC 11 Constitution saving throw or be cursed with wereoctopus lycanthropy.

Whip (Humanoid or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 5 (1d4 + 3) slashing damage.

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

Wereoctopuses are loners with a taste for humanoid flesh. Due to their reliance on water, they usually live near the sea, or disguise as sailors. In humanoid form, they have large heads and large eyes. When in hybrid form, their limbs split down the middle, their skin gains a pinkish tinge, and it secretes a slimy coating all over its body. The wereoctopus can wield weapons in hybrid form, although it prefers to rip its opponents limb from limb. A usual wereoctopus likes to wait until the full moon to attack, laying low during the rest of the month, though it will sometimes attack during different nights if it knows that people are ready for it.

Characters as Wereoctopuses

The character gains a Strength of 17 if his or her score isn't already higher. Attack and damage rolls for the tentacles are based on Strength. For the grapple of the tentacles, the DC is 8 + the character's proficiency bonus + Strength modifier.

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