Fiendish Octopus
Appearance: The Fiendish Octopus is a creature of nightmarish proportions, its form twisted by infernal influence into something both grotesque and awe-inspiring. Its body, massive and sinuous, undulates with a sickening grace as it navigates the depths. Its skin is a deep shade of crimson, shimmering with an otherworldly iridescence that seems to pulse with infernal energy. Eight long tentacles, lined with rows of jagged spines, writhe and coil, each capable of ensnaring prey with deadly precision. Its eyes, glowing orbs of fiery orange, gleam with malevolence, piercing through the darkness with an unnerving intensity.
Behavior: The Fiendish Octopus is a solitary predator, lurking in the deepest, most remote reaches of the ocean where the light of the sun cannot penetrate. It is a patient and cunning hunter, using its natural camouflage and stealth to ambush unsuspecting prey that stray too close to its lair. Despite its formidable appearance, it is not inherently aggressive, preferring to conserve its energy and strike only when necessary. However, when provoked or threatened, it unleashes its full fury, unleashing a barrage of tentacles and infernal magic upon its foes.
Habitat: The Fiendish Octopus makes its home in the darkest depths of the ocean, far beyond the reach of sunlight. It prefers environments where the water is cold and murky, concealing its movements and providing ample cover for ambush attacks. Ancient, cavernous sea caves and abyssal trenches are favored nesting grounds, offering both shelter and a steady supply of prey.
Modus Operandi: The Fiendish Octopus relies on stealth and subterfuge to catch its prey off guard. It lurks in the shadows, blending seamlessly into its surroundings with its natural camouflage, waiting patiently for the perfect opportunity to strike. When the time is right, it lashes out with lightning speed, ensnaring its victims in a deadly embrace of tentacles and dragging them into the depths to meet their grisly fate.
Motivation: The motivations of the Fiendish Octopus are shrouded in mystery, its actions driven by primal instincts and dark impulses. Some believe that it serves as a harbinger of doom, drawn to places of great suffering and despair to feed on the souls of the damned. Others speculate that it is simply a manifestation of the chaotic forces that lurk beneath the surface of the ocean, a living embodiment of the abyssal depths from which it emerged. Whatever its true motivations may be, one thing is certain: the Fiendish Octopus is a creature of darkness and death, a terror of the deep that strikes fear into the hearts of sailors and adventurers alike.
Fiendish Octopus 5e
Fiendish Octopus 3.5
Fiendish Octopus
Large Fiend (Aberration), Chaotic Evil
Armor Class 17 (natural armor)
Hit Points 126 (18d10 + 36)
Speed 10 ft., swim 40 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
18 (+4) | 14 (+2) | 15 (+2) | 10 (+0) | 12 (+1) | 10 (+0) |
Skills Perception +6, Stealth +7
Damage Resistances Fire, Poison
Damage Immunities Acid
Condition Immunities Poisoned
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 16
Languages Abyssal
Challenge 7 (2,900 XP)
TRAITS:
Ink Cloud. As a bonus action, the fiendish octopus can release a cloud of noxious ink in a 20-foot radius centered on itself. The area becomes heavily obscured, and each creature that starts its turn in the area must succeed on a DC 15 Constitution saving throw or become poisoned until the start of its next turn.
Infernal Camouflage. While submerged in water, the fiendish octopus has advantage on Dexterity (Stealth) checks and can magically blend into its surroundings, making it indistinguishable from the surrounding environment.
Amphibious. The octopus can breathe air and water.
ACTIONS:
Multiattack. The octopus makes three attacks: two with its tentacles and one with its bite.
Tentacles. Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. If the target is a creature, it is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the octopus can’t use its tentacles on another target.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage plus 7 (2d6) fire damage.
Infernal Ink Jet (Recharge 5-6). The octopus exhales a blast of infernal ink in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 28 (8d6) acid damage on a failed save, or half as much damage on a successful one.
LEGENDARY ACTIONS:
The octopus can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The octopus regains spent legendary actions at the start of its turn.
- Tentacle Attack. The octopus makes one tentacle attack.
- Infernal Ink Cloud (Costs 2 Actions). The octopus releases a cloud of infernal ink as described in the Ink Cloud trait, but creatures that fail their saving throw take 7 (2d6) fire damage in addition to being poisoned.
- Infernal Dash. The octopus moves up to its speed without provoking opportunity attacks, leaving behind a trail of burning infernal energy. Each creature that moves into or starts its turn in the trail takes 7 (2d6) fire damage. The trail lasts until the start of the octopus’s next turn.
Fiendish Octopus
These bottom-dwelling sea creatures are dangerous only to their prey. If disturbed, they usually try to escape.
Fiendish Octopus | |
Size/Type | Small magical beast (Aquatic, Extraplanar) |
Hit Dice | 2d8 (9 hp) |
Initiative | +3 |
Speed | 20 ft. (4 squares), Swim 30 ft. |
Armor Class | 16 (+1 size, +3 Dexterity, +2 natural), touch 14, flat-footed 13 |
Base Attack/Grapple | +1/+2 |
Attack | Arms +5 melee (0) |
Full Attack | Arms +5 melee (0) and bite +0 melee (1d3) |
Space/Reach | 5 ft./5 ft. |
Special Attacks | Improved grab, Smite Good 1/day |
Special Qualities | Ink cloud, jet, Low-Light Vision, Darkvision 60 ft., Resistance to cold and fire 5, Spell Resistance 7 |
Saves | Fort +3, Ref +6, Will +1 |
Abilities | Strength 12, Dexterity 17, Constitution 11, Intelligence 3, Wisdom 12, Charisma 3 |
Skills | Escape Artist +13, Hide +11, Listen +2, Spot +5, Swim +9 |
Feats | Weapon Finesse |
Environment | Warm aquatic in an evil-aligned plane |
Organization | Solitary |
Challenge Rating | 1 |
Treasure | None |
Alignment | Always evil (any) |
Advancement | 3-6 HD (Medium) |
Level Adjustment | – |
COMBAT
Smite Good (Su): Once per day the creature can make a normal melee attack to deal extra damage equal to its HD total (maximum of +20) against a good foe.
Improved Grab (Ex): To use this ability, an octopus must hit an opponent of any size with its arms attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and automatically deals bite damage.
Ink Cloud (Ex): An octopus can emit a cloud of jet-black ink 10 feet high by 10 feet wide by 10 feet long once per minute as a free action. The cloud provides total concealment, which the octopus normally uses to escape a losing fight. All vision within the cloud is obscured.
Jet (Ex): An octopus can jet backward once per round as a full-round action, at a speed of 200 feet. It must move in a straight line, but does not provoke attacks of opportunity while jetting.
Skills: An octopus can change colors, giving it a +4 racial bonus on Hide checks. An octopus also can squeeze and contort its body, giving it a +10 racial bonus on Escape Artist checks. An octopus has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
Notes
- This monster is an Octopus with the Fiendish Creature template added to it.
- This monster can be summoned using the spell Summon Monster I.