KING
Giant Octopus

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
StatScoreModDie
Body18--
Mind12--
Sense12--
Heart8--
Cunning16--
Fate12--

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.