Octobear

Look, all I'm telling you is that we were out in the woods, and Rugarth was fishing in the river while the rest of us were sitting around. Rugath shouted, for a bear had come into the stream, and we didn't want to provoke it. That's when it charged, as it came out of the water, a disgusting mass of tentacles and hate.

Sometimes, you just have to put the mad, back into Mad Wizard. One of the easiest ways is to take two animals, mix them via arcane evil, a chip on each of say, eight shoulders, and throw it in the general direction of the peasants down the hill. So, anyway, that was Tuesday, and I can't remember what I made but there's a bunch of slime, some dead cephlapods, and lots of hair and salmon around...

Casual Horrors. Octobears and other creatures of their ilk are often made as experiments, bored exercises, or the result of low grade, undirected evil. While entertaining, keeping such monsters is a task beyond the will of their creators, resulting in them being unleashed upon whatever is close.

By /u/LeVentNoir

Art Credits:

Octobear by Blazegryph

Full colour Stains



Octobear

Huge Monstrosity, chaotic evil


  • Armor Class 17 (natural armour)
  • Hit Points 161 (14d12 + 70)
  • Speed 30 ft., climb 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA
20 (+5) 15 (+2) 21 (+5) 3 (-3) 12 (+1) 4 (-3)

  • Skills Athletics +9, Perception +5
  • Damage Resistances acid, cold, fire, lightning, poison; bludgeoning, piercing, and slashing from nonmagical weapons
  • Condition Immunities charmed, frightened, grappled, prone
  • Senses passive Perception 15
  • Languages
  • Challenge 11 (7200 XP)

Chip on Eight Shoulders. If an effect would frighten the octobear were it not immune, the octobear gains advantage on attack rolls against the source of fear until the end of the octobear's next turn.

Gills and Jet Propulsion. The octobear can breath underwater. Additionally, the octobear can take the Dash action as a bonus action when it is underwater.

Flailing Tentacles. A creature that ends its turn within ten feet of the octobear takes 9 (2d8) bludgeoning damage from flailing tentacles.

Keen Sight and Smell. The octobear has advantage on Wisdom (Perception) checks that rely on sight or smell.

Regeneration. The octobear regains 10 hit points at the start of its turn. If the octobear takes acid or fire damage, this trait doesn't function at the start of the octobear's next turn. The octobear dies only if it starts its turn with 0 hit points and doesn't regenerate.

Actions

Multiattack. The octobear makes five attacks: four with its tentacles and one with its bite. It can replace any tentacle attack with a squeeze, but can only squeeze a grappled creature once per turn.

Bite. Melee Weapon Attack: +9 to hit, reach 5ft., one target. Hit 11 (2d10 + 5) piercing damage.

Tentacle. Melee Weapon Attack: +9 to hit, reach 15ft., one target. On a hit, the target is grappled (escape DC 17).

Squeeze. The octobear squeezes one grappled creature, dealing 23 (4d8+5) bludgeoning damage.