Octofolk

Octofolk lurk in the murky depths of the ocean in well-ordered hunter-gatherer tribes led by the wisest, and usually oldest, individual. They look humanoid

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Octofolk

Medium humanoid (octofolk), lawful neutral

Octofolk lurk in the murky depths of the ocean in well-ordered hunter-gatherer tribes led by the wisest, and usually oldest, individual. They look humanoid but have tough, rubbery skin and unusually large eyes, and where a human's legs would be, an octofolk has eight tentacles. Dark Homes, Dark Minds. All octofolk are bound by an inborn pessimism that leads them to group together simply because doing so increases all their chances of survival.

Armor Class 13 (natural armour)

Hit Points 11 (2d8 + 2)

Speed 30 ft.

STR
14 (+2)
DEX
13 (+1)
CON
13 (+1)
INT
11 (+0)
WIS
12 (+1)
CHA
10 (+0)

Saving Throws

Skills Perception +5, Stealth +5 Proficiency Bonus +2

Damage Vulnerabilities

Damage Resistances cold

Damage Immunities

Condition Immunities

Senses passive Perception 10

Languages Aquan, Common

Challenge 1/2 (100 XP)

No special abilities.

Actions

Tentacles. Melee Weapon Attack: +4 to hit, reach 5 ft.

Reactions

None.


⚠️ D&D Wiki Homebrew

This content was imported from D&D Wiki. It has not been vetted for game balance. Use with DM discretion.

Source: D&D Wiki - Octofolk (5e Creature)

This content is available under the GNU Free Documentation License 1.3. Original authors credited on the source wiki page.

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