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## Akkoro Giant octopus and squid run rampant in sailor folklore, but none are as deadly as they mythical akkoro. Hunting deep below the surface, this 15-foot tall octopus traps prey in its 20-foot arms. Its dark blue skin can freeze moisture in the open air. Sneaking up on this mythical creature is also impossible since its two large eyes can rotate to see every angle around its body. ***Stealthy Hunter.*** Most who find themselves prey to the akkoro usually don’t see it coming. Its blue skin blends into the darkness of the ocean. If lighting is bright, the akkoro sheds an inky haze that obscures it from view. ***Mythical Octopus.*** The akkoro makes its home in the ocean caves far from surface contact where careless explorers may stumble upon. Sometimes, an akkoro may invade an old shipwreck and ambush salvage hunters who dare dive too deep. Legends like these pass from ship to ship, evolving as it goes. ### Akkoro's Lair An akkoro makes its home in freezing subterranean caves or the rocky ocean depths, often surrounded by various shipwrecks it has captured. #### Lair Actions When fighting inside its lair, an akkoro can use its freezing body to take lair actions. On initiative count 20 (losing initiative ties), the akkoro takes a lair action, but cannot use the same effect two rounds in a row. * The air in the akkoro’s lair grows icy cold. Each creature within 30 feet of the akkoro makes a Constitution saving throw. On a failure, it has disadvantage on ability checks and saving throws. * A strong current of icy air moves through the akkoro’s lair. All creatures within 60 feet of the akkoro must succed on a DC 15 Constitution saving throw, taking 27 (6d8) cold damage on a failed save, or half as much damage on a successful one.
##### PATREON | [ARIPOCKILY](http://www.patreon.com/aripockily) Art Credit: [Kouji Tajima](http://koujiart.blogspot.com/) \columnbreak ___ > ## Akkoro >*Huge monstrosity, unaligned* > ___ > - **Armor Class** 17 (natural armor) > - **Hit Points** 105 (10d12 + 40) > - **Speed** 10 ft., swim 60 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|18 (+4)|12 (+1)|18 (+4)|8 (-1)|12 (+1)|7 (-2)| >___ > - **Saving Throws** Str +7, Dex +4, Con +7 > - **Damage Resistances** cold > - **Condition Immunities** frightened, paralyzed > - **Skills** Perception +7, Stealth +4 > - **Senses** blindsight 30 ft., darkvision 120 ft., passive Perception 17 > - **Challenge** 9 (5,000 XP) > ___ > ***Hold Breath.*** While out of water, the akkoro can hold its breath for 1 hour. > > ***Multi-Limbed.*** The octopus has eight arms. Each arm can be attacked and severed. Each arm has AC 12 and 20 hit points. When the limb is severed, the akkoro cannot use that arm and a creature grappled by that arm is released. The akkoro regrows 1d4 limbs every day. > > ***Underwater Camouflage.*** The akkoro has advantage on Dexterity (Stealth) checks made while Underwater. > > ***Water Breathing.*** The akkoro can breathe only Underwater. > > ### Actions > ***Multiattack.*** The akkoro makes a number of arm attacks equal to the number of arms it has minus 2. > > ***Arm.*** *Melee Weapon Attack:* +7 to hit, reach 20 ft., one target. *Hit:* 11 (2d6 + 4) bludgeoning damage plus 3 (1d6) cold damage. > The target is grappled (escape DC 15) and pulled to an unoccupied space adjacent to the akkoro. Until this grapple ends, that arm cannot be used against another target. > If two or more arms are grappling the same target, the target is restrained. If four or more arms are grappling the same target, the target must make a DC 15 Constitution saving throw at the start of its turn, falling unconscious on a failure.