Octorok (creature)

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←  #224: Nocturn
Bestiary
 Octorok  
#226: Odolwa  →
This page or section is incomplete, and will eventually be expanded with more information.
Common Octorok
Small monstrosity (octo), unaligned
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Armor Class 12
Heart Points 14 (4d6)
Speed 30 ft., swim 30 ft.
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STR
11 (+0)
DEX
14 (+2)
CON
11 (+0)
INT
4 (-3)
WIS
11 (+0)
CHA
7 (-2)
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Skills Perception +2, Stealth +4
Senses passive Perception 12
Languages
Challenge 1/4 (50 XP) Proficiency Bonus +2    
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Ambusher. The octorok has advantage on attack rolls targeting any creature that has yet to have a turn in this combat.

Amphibious. The octorok can breathe air and water.


Actions

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 30/90 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage.

“These octopus-like creatures fire stones from their mouths. Depending on the title, they can be living in all manner of places, from grass to rivers to rocky hillsides.”
Encyclopedia

The octorok, or most common variety of octo, is an octopus-creature with sunken glowing eyes and a tubular mouth. 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. They are known to occupy almost any habitat, even volcanoes and deserts, but are most abundant near coastlines.
     Natural Snipers. Infamous among travelers, an octorok is usually first noticed when a rock or pellet it spat hits you in the face or back. Indeed, most octoroks hide in water or shrubbery to attack with this unusual spat rock. Sometimes this is the monster's means of predation, while other times it is a scare tactic to protect its territory or ward off predators. A typical octorok hunts in isolation using such stealthy tactics, but occasionally groups of as many as eight openly roam across beaches and plains.
     Environment: Arctic, Caves, Coastal, Desert, Forest, Grassland, Hills, Lake, Sea, Urban, Volcanic

Winged Octorok
Small monstrosity (octo), unaligned
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Armor Class 12
Heart Points 10 (4d6 - 4)
Speed 30 ft., swim 30 ft.
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STR
10 (+0)
DEX
16 (+3)
CON
9 (-1)
INT
4 (-3)
WIS
11 (+0)
CHA
7 (-2)
Divider.png
Skills Perception +2, Stealth +5
Senses passive Perception 12
Languages
Challenge 1/4 (50 XP) Proficiency Bonus +2    
Divider.png
Ambusher. The octorok has advantage on attack rolls targeting any creature that has yet to have a turn in this combat.

Amphibious. The octorok can breathe air and water.


Actions

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 30/90 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage.

Labored Flight. The octorok gains a fly speed of 40 feet until the start of its next turn. It can only maintain seamless flight if it takes this action at the start of each of its turns. If it cannot take this action at the start of its turn, it falls.


Reactions

Winged Hop. When the octorok is targeted with a melee attack, it deftly leaps up to 10 feet away in any direction. If this hop moves it from the attacker's reach, the triggering attack roll suffers disadvantage.

“Like its flightless cousins, it spits rocks, but its wings allow it to more easily avoid attacks.”
Encyclopedia

Rarely, bright red octoroks are known to grow a pair of oddly feathery white wings. Although they can hardly fly as much as fowl, the wings enable surprisingly deft leaps.                                                                                                                                                                                                                                                                                                                                                                                                                                               
     Environment: Coastal, Sea


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