Giant Octopus
Beast · no Crown (Mundane)
T2d6Minor
Deep-sea grapplers, giant octopuses ink clouds, tentacles crushing ships.
Tier 2 · Role Minor · Pool Vigor 2 (+2 overflow) · AC 9 · ATK +3 · Save DC 13 · Dmg 2 (flat)
AC99 base
Vigor2Tier, plus 2 overflow. Flees at 0, dies at 4 total damage
Move30 ft
Initiatived8rerolled each round
Attack+3d20 + bonus vs AC
Damage2flat, crit d6, floored at 2
Save DC13Tier 2 DC
Crit20natural 20 only
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 18 | - | - |
| Mind | 12 | - | - |
| Sense | 12 | - | - |
| Heart | 8 | - | - |
| Cunning | 16 | - | - |
| Fate | 12 | - | - |
A Minor has no attribute mechanics: the scores describe the creature, they do not roll.
Passives
Passive
Aquatic
Breathes water. Out of water it can survive for 1 hour.
Passive
Underwater Camouflage
Advantage on stealth while submerged
Maneuvers
Maneuver
Tentacles
On a tentacle hit, the target is grabbed and restrained until it breaks free.
Maneuver
Ink Cloud
Vents a 20 ft radius cloud of ink that heavily obscures the water for 1 minute. The octopus can move its full speed as part of this maneuver.
Tactics
GM tactics
Ambush predator. Grapples and drowns prey. Uses ink to escape if outmatched.
Running it
Rules
- Vigor equal to Tier, with an overflow of the same size behind it: 2, then 2 more. Neither half regenerates.
- A hit deals a flat 2, no roll. A crit (natural 20 only) rolls d6 and never lands below 2.
- Crits on a natural 20 only.
- Minor: no stat modifiers or dice in play; its scores describe the creature, they do not roll.
- At 0 Vigor it breaks and flees, out of the fight but alive; Fanatics fight on into the overflow instead.
- Total damage reaching 4 kills it outright, and a single blow of 4 or more kills it on the spot.
- Vigor damage is simply damage against a Minor: its whole pool is Vigor.
- Group morale: when its group loses half its number, fled or dead, the rest check morale.
- NPCs never take wounds.