Octofolk (5e Creature)

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Medium humanoid (octofolk), lawful neutral

Armor Class 13 (natural armour)
Hit Points 11 (2d8 + 2)
Speed 20 ft., swim 30 ft.

14 (+2) 13 (+1) 13 (+1) 11 (+0) 12 (+1) 10 (+0)

Skills Perception +5, Stealth +5
Proficiency Bonus +2
Damage Resistances cold
Senses darkvision 60 ft., passive Perception 15
Languages Aquan, Common
Challenge 1/2 (100 XP)

Amphibious. The octofolk can breathe air and water.

Octopus Telepathy. The octofolk can magically command any octopus within 120 feet of it, using a limited telepathy.

Underwater Camouflage. The octofolk has advantage on Dexterity (Stealth) checks made while underwater.


Multiattack. The octofolk makes two attacks: one with its spear and one with its tentacles.

Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack.

Tentacles. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) bludgeoning damage, and the target is grappled (escape DC 12). Until this grapple ends, the octofolk can't use its tentacles on another target.

Ink Cloud (Recharges after a Short or Long Rest). A 10-foot-radius cloud of ink extends all around the octofolk 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 octofolk can use the Dash action as a bonus action.

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. Any action against an individual is seen as an action against the tribe as a whole, though they tend to view all actions as affecting the survival of the whole tribe. An octofolk that finds a magic longsword is heralded as a hero because it helped the tribe survive, while an octofolk that steals from another is despised as a villain because it wanted to hinder the tribe.
The same view extends to outsiders, but in a more exaggerated way. If a sailor had absentmindedly dropped that sword, it is remembered as having performed that action because it wanted to aid the tribe, and if the thief were an outsider, it would be vilified for generations, being seen as having deliberately conspired to steal from the tribe to destroy it.

Cephalopod Bond. Octofolk have a way with cephalopods—octopuses in particular. Cephalopods frolic playfully when octofolk travel nearby, and the presence of octofolk in an area is marked by a massive increase in the numbers of cephalopods. Mariners that hunt these creatures in moderation are unlikely to draw the ire of a tribe of octofolk, but those that take too much face the wrath of the octofolk tribe and their cephalopod allies.

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