Octopus Devil (Chainsaw Man Supplement)

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Octopus Devil[edit]

Gargantuan fiend (Devil), chaotic evil


Armor Class 21 (natural armor)
Hit Points 429 (28d12+ 280)
Speed 20ft, 60ft swim.


STR DEX CON INT WIS CHA
24 (+7) 16 (+3) 18 (+4) 10 (+0) 7 (-2) 17 (+3)

Saving Throws Str +12, Con +9
Skills Athletics +12, Intimidation +15
Proficiency Bonus +5
Senses passive Perception 8
Languages common
Challenge 14 (11,500 XP)


Amphibious. The Octopus Devil can breathe in both air and water

Devil Power Usage. The Octopus Devil has 10 Usages.

Dread Tiers. The Octopus Devil has 350 Dread Tiers.

Siege Monster. The Octopus Devil deals double damage to objects and structures with its melee weapon attacks.

Tentacles. The octopus devil has 10 tentacles that allow it to use its tentacle attacks, each tentacle abides by the limb system and once all limbs are removed the Octopus devil cannot use any feature relating to its tentacles.

Acid Tentacles. creatures the Octopus Devil is grappling take a d10 of acid damage at the start of their turns and have disadvantage on checks to escape your grapple.

Invading Tentacle. The Octopus Devil’s tentacles can appear in occupied locations when it uses depth creation. When it appears this way, the octopus devil may make a Tentacle attack roll against the thing occupying the space. On a hit, it takes your tentacle’s damage and is pushed 5 feet to a side you wish.

Freedom of Movement. The Octopus Devil ignores difficult terrain, and magical effects can't reduce your speed or cause you to be restrained. You can spend 5 feet of movement to escape from non-magical restraints or being grappled

Terrifying Critical. Whenever the Octopus Devil lands a critical hit, the creature must make a Wisdom saving throw, on a failure they’re frightened and can remake the save at the start of its turn.

Brawn. When making a Strength saving throw that damages the Octopus Devil it takes half damage on a failure and no damage on a success.

ACTIONS

Multiattack. The Octopus Devil can make two Rabid Strike attacks or can replace them with its tentacles.

Rabid Strikes. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 12 (2d8+7) piercing damage.

Tentacles. Melee Weapon Attack:.+12 to hit, reach 10ft., one target Hit: (2d6+7) creatures hit by this attack are also grappled, the Octopus Devil can grapple up to 10 creatures using its tentacles

Tentacle Smash The Octopus Devil may spend an action for 2 uses when using your tentacles to create a powerful shockwave, creatures within a 10 foot long 5 foot wide line must make a Dexterity saving throw, on a failure the creature is prone and takes 5d6 bludgeoning damage, on a success they take half the damage. If a creature is currently being grappled by the Octopus Devil then this saving throw changes to Constitution

BONUS ACTIONS

Rabid Strikes. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d8+7) piercing damage.

Regeneration. The Octopus Devil may spend a number of blood points up to its Charisma modifier+Its Proficiency Bonus every blood spent It will regain a d6 worth of hit points or regenerate a missing limb

Crush. As a bonus action while the Octopus Devil has grappled a creature it begin to constrict them with this tentacle, creatures must make a Strength saving throw, on a failure they take 4d10 bludgeoning damage and are restrained until the beginning of their next turn.

Depths Creation. The Octopus Devil can spend three devil power uses as a bonus action to touch a surface with one of its tentacles. Said tentacle will enter the surface and reappear at another unoccupied location within 5 times your level feet of the Octopus Devil. The Octopus Devil can make any type of action with the tentacle, such as grappling, attacking or picking things. The tentacle has an AC of 16 and occupies a 5 by 5 space. Whenever it is hit, it takes damage both the Octopus Devil’s limb and main hp is reduced by the damage taken. The Octopus Devil cannot move while said tentacle is in the depths, and may have multiple tentacles this way. The Octopus Devil may deactivate this at will as a free action. If the Octopus Devil deactivates this while grappling a creature, the creature shall be moved towards you alongside the tentacle.

Ink Cloud. As a bonus action on your turn and reaction to a melee or ranged attack roll the Octopus Devil can spend one devil power use to expel an ink cloud in a 30 foot radius. All creatures of its choice in the area must make a Constitution saving throw or be blinded until the beginning of your next turn, furthermore creatures that failed the Constitution saving throw must also make a Dexterity saving throw, on a failure any non-magical weapon they’re holding receives a -1 penalty to its attack and damage rolls. On a success, nothing happens. This can reach a maximum penalty of -5 The area affected by your ink becomes difficult terrain for 1 minute.

REACTIONS

Regeneration. The Octopus Devil may spend a number of blood points up to its Charisma modifier+Its Proficiency Bonus every blood point spent It will regain a d6 worth of hit points or regenerate a missing limb

be86e232fd34d3340096804ccee6bf25.jpg
An incarnation of the Octopus Devil, working with a devil hunter, [1]
Feats

Unrelenting Body , Unparalleled Strength , Immense Devil Power .

Fear Boons

Terrifying Brute. The Octopus Devil Adds its half strength modifier to Intimidation

Super Natural Vitality.

Horrifying Monster. The Octopus devil adds its full Strength instead of half of its Strength modifier to Intimidation

The Octopus Devil is 14 Levels in the Devil class

The Octopus Devil uses the improved durability rule

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