Wereoctopus

Medium humanoid (human shapechanger)
Challenge

STR
1
DEX
3
CON
1
INT
1
WIS
1
CHA
0

44
8d8+8
16
Fort
+2
Ref
+3
Will
+1
Defense note natural armor, in octopus or hybrid form, 14 in humanoid form
Damage immunities bludgeoning, piercing, and slashing from attacks that aren’t silvered

Speed 5 m. (2 m., swim 8 m. in octopus form; 9 m., swim 9 m. in hybrid form)
Skills Perception +2 (13), Stealth +4 (15)
Senses darkvision 10 m. (in octopus or hybrid form)
Languages Common (can’t speak in octopus form)

Amphibious (Hybrid form only). The wereoctopus can breathe air and water.

Hold Breath (Octopus form only). While out of water, the wereoctopus can hold its breath for 1 hour.

Maneuvers. The wereoctopus uses maneuvers (maneuver save Difficulty 13). It has 5 stamina dice which are d8s, a dice limit of 1, regains all expended stamina dice when it finishes a long rest, and regains half its total stamina dice when it finishes a short rest. It knows the following maneuvers:

At will: grapple (Tentacles only)

1 stamina die: ambush, lunge, parry, spring attack

Underwater Camouflage (Octopus or Hybrid form only). The wereoctopus has advantage on Stealth checks made while underwater.

Water Breathing (Octopus form only). The wereoctopus can only breathe underwater.

Actions (2)

Bite (Octopus or Hybrid form only; 1/turn). Melee Weapon Attack: +4 to hit. Hit: 7 (1d8 + 3) piercing damage. If the target is a humanoid, it must succeed on a Difficulty 11 Fortitude saving throw or be cursed with were octopus lycanthropy.

Tentacles (Octopus or Hybrid form only). Melee Weapon Attack: +4 to hit, reach 3 m. Hit: 10 (2d6 + 3) bludgeoning damage. If the wereoctopus uses the grapple maneuver, the target is restrained until the grapple ends.

Shortsword (Humanoid or Hybrid form only). Melee Weapon Attack: +4 to hit. Hit: 6 (1d6 + 3) piercing damage.

Ink Cloud (Humanoid or Hybrid form only; Recharges after a Short or Long Rest). While underwater, the wereoctopus expels an ink cloud in a 1-meter radius. The cloud spreads around corners, and that area is heavily obscured to creatures other than the wereoctopus for 1 minute, although a significant current can disperse the ink. After releasing the ink, the wereoctopus can use the Dash action without using an action.

Change Shape (1/turn). The wereoctopus can polymorph into a octopus-humanoid hybrid or into an octopus, or back into its true form, which is humanoid. Its statistics, other than its size and Defense, are the same in each form. Any equipment it. is wearing or carrying isn’t transformed. It reverts to its true form if it dies.

Arctic, Forest, Hillhomebrew

Maneuvers

As an action, you can use Stealth without using an action. Additionally, before the end of your next turn, you can add the stamina die to an attack’s damage (add half on a miss by 4 or less) if you have advantage on the attack, or if the creature is within 1 meter of an enemy of the creature that isn’t incapacitated and you don’t have disadvantage on the attack.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, make a melee weapon attack and a Brawn check to grapple the creature.

Enhance

You can add the stamina die to the attack’s damage (add half on a miss by 4 or less) for each additional stamina die expended.

As an action, make a melee weapon attack and increase your reach for the attack by 1 meter.

On a hit, add the stamina die to the attack’s damage.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage for each additional stamina die expended.

As a reaction, which you use when you are hit by a weapon attack that you can see, you can block the blow with a melee weapon you wield. Roll a d3 and add the result to your Defense against the triggering attack. You can do so after the roll but before any effects of the roll occur.

As an action, you can use the Dash action. If you move at least 3 meters straight toward a creature, you can make a melee weapon attack against it.

On a hit, add the stamina die to the attack’s damage.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage for each additional stamina die expended.