Huge monstrosity, chaotic evil
Armor Class: 16 (natural armor)
Hit Points: 90 (10d12 + 30)
Speed: 20 ft., swim 50 ft.
Saving Throws: STR +7, DEX +7, CON +7, INT +7
Damage Immunities: Lightning
Condition Immunities: Frightened, Paralyzed
Senses: Truesight 120 ft., Passive Perception 14
Languages: Abyssal, Celestial, Infernal, Primordial, Telepathy 60 ft. but can't speak
Challenge: 5 (1,800 XP)
Proficiency Bonus: +3
Amphibious. The Shocktopus can breathe air and water.
Freedom of Movement. The Shocktopus ignores difficult terrain, and magical effects can't reduce its speed or cause it to be restrained. It can spend its of movement to escape from nonmagical restraints or being grappled.
Ink Cloud. While underwater, the Shocktopus expels an ink cloud in a 40-foot radius. The cloud spreads around corners, and that area is heavily obscured to creatures other than the Shocktopus. A strong current disperses the cloud, which otherwise disappears at the end of the Shocktopus next turn.
Multiattack. The Shocktopus makes two tentacle attacks, each of which it can replace with one use of Fling.
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage. If the target is a Medium or smaller creature grappled by the Shocktopus, that creature is swallowed and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the Shocktopus, and it takes 5 (2d6) acid damage at the start of each of the Shocktopus turns. One Medium or two smaller creatures can be swallowed at the same time. If the Shocktopus takes 35 damage or more on a single turn from a creature inside it, the Shocktopus must succeed on a DC 23 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in spaces within 10 feet of the Shocktopus. If the Shocktopus dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 10 feet of movement, exiting prone.
Tentacle. Melee Weapon Attack: +3 to hit, reach 20 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage, and the target is grappled (escape DC 16). Until the grapple ends, the target is restrained. The Shocktopus has eight tentacles, each of which can grapple one target.
Fling. One Medium or smaller object held or creature grappled by the Shocktopus is thrown up to 40 feet in a random direction and knocked prone. If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 13 Dexterity saving throw or take the same damage and be knocked prone.
Electric Shock. The Shocktopus magically create a blast of electricity, which can strike a target the Shocktopus can see within 30 feet of it. The target must make a DC 16 Dexterity saving throw, taking 11 (2d10) lightning damage on a failed save, or half as much damage on a successful one. A creature grappled by the Shocktopus is automatically an additional target and automaticlly fails the saving throw.
This page was automatically created. Add lore and notes below.