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Tentacle Terror

Medium abberation, chaotic evil
Armor Class 11
Hit Points 52 8d8+8
Speed 10ft Swim: 60ft

STR
17 +3
DEX
13 +1
CON
13 +1
INT
4 -3
WIS
10 0
CHA
4 -3

Skills Perception +4 , Stealth +5
Senses darkvision 60 ft., passive Perception 14
Challenge 1 (200 XP)



Stone Camouflage. The tentacle terror has advantage on Dexterity (Stealth) checks made while in an undertaker location (including a dungeon).


Actions

Tentacles. Melee Weapon Attack: +5 to hit, reach 15 ft., one target. Hit: 10 2d6+3 necrotic damage, and the target is grappled (escape DC 16). Until this grapple ends, the octopus can't use its tentacles on another target. Alternatively, the tentacle terror can choose to knock back a target of Medium or smaller size instead of grappling. The target is knocked back 15 feet and knocked prone on a failed DC 15 STR saving throw.


 

Created by

solomani.

Statblock Type

Monster / Creature

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