Big Octo (creature)

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3cuTCbz.png

←  #224: Nocturn
Bestiary
 Octorok 
#226: Odolwa  →
Big Octo
Large beast (octo), unaligned
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Armor Class 13 (natural armor)
Heart Points 76 (9d10 + 27)
Speed 40 ft., swim 60 ft.
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STR
15 (+2)
DEX
14 (+2)
CON
16 (+3)
INT
5 (-3)
WIS
12 (+1)
CHA
8 (-1)
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Skills Perception +3, Stealth +4
Senses passive Perception 13
Languages
Challenge 3 (700 XP) Proficiency Bonus +2    
Challenge Alternatives 1/4, 2, 3, 4, 11
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Ambusher. The octo has advantage on attack rolls targeting any creature that has yet to have a turn in this combat.

Amphibious. The octo can breathe air and water.

Multi-Action. The octo can take 2 actions on each of its turns, but can't use the same action twice in one turn.


Actions

Bomb Shot. An explosive pellet lobs onto a point within 60 feet. Each creature within 20 feet of the point must make a 13 Dexterity saving throw, taking 27 (6d6) thunder damage on a failed save or half as much on a success.

Tentacle. Melee Weapon Attack: +4 to hit, reach 10 feet. Hit: 11 (2d8 + 2) bludgeoning damage and if the target is a Medium or smaller creature it becomes grappled by the octo (escape DC 12). The octo can't grapple more than one creature at a time.

Spit Ink. Ranged Weapon Attack: +4 to hit, range 60/240 feet. Hit: 5 (2d4) acid damage, the target becomes soaked, and if the target is a creature it becomes blinded until it uses an action to clear the ink from its eyes.

Spit Rock. Ranged Weapon Attack: +4 to hit, range 60/240 feet. Hit: 11 (2d8 + 2) bludgeoning damage. Miss: If the target is wielding a shield, it can use its reaction to deflect the rock back at the octo, forcing it to make a new attack roll targeting itself.


Boss Mode

While the big octo has a Challenge rating higher than any other monster in combat, its heart points are doubled, and it has advantage on initiative checks. It can also take 3 boss reactions each round, replacing its normal 1 reaction per round. The boss big octo can use a boss reaction to Escape, Maneuver, Search, use any of its normal reactions, or do any of the following:

Boss Resistance (3/Day). When the octo would fail a saving throw, it can choose to lose 20 heart points and succeed on the save instead.

Combo (Costs 2 Reactions). After the octo hits with an attack roll, it uses the same attack on a new target.

Duck or Dive. When the octo would be hit with an attack by a creature it can see, it can immediately dive 10 feet underwater or take a defensive posture with its shell. It adds 2 to its AC for that attack, potentially turning a hit into a miss.

“A subspecies of octorok that lives in the ocean. In The Wind Waker, they spit bombs instead of rocks. In *Spirit Tracks*, they shoot ink. Whether encountered by ship, or in the Spirit Train along the sea floor, ocean octoroks are best dealt with using long-range attacks.”
— Enyclopedia

Of larger size and strength than most of their kin, these purple-colored octoroks prefer deeper waters of the sea or the abundant flora of marshlands. They are sometimes called ocean octoroks.
     Environment: Sea, Swamp

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The material on this page is based on content found throughout the Legend of Zelda series, which is copyright Nintendo Co., Ltd.