WereoctopusMedium humanoid (human shapechanger)
- 2 (450 XP)
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 DC 13). It has 7 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 (rounded up) when it finishes a short rest, and knows the following maneuvers:
At will: grapple (Tentacles only)
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 breathe only underwater.
Bite (Octopus or Hybrid form only; 1/turn). Melee Weapon Attack: +5 to hit, reach 1.5 m. Hit: 8 (1d8 + 3) piercing damage. If the target is a humanoid, it must succeed on a DC 12 Fortitude saving throw or be cursed with were octopus lycanthropy.
Tentacles (Octopus or Hybrid form only). Melee Weapon Attack: +5 to hit, reach 4.5 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: +5 to hit, reach 1.5 m. Hit: 6 (1d6 + 3) piercing damage.
Ink Cloud (Humanoid or Hybrid form only; Recharges after a Short or Long Rest). A 6-meter radius cloud of ink extends all around the wereoctopus if it is underwater. The area is heavily obscured 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.