5e SRD >Creatures >

Wretched Calamar

Medium aberration, neutral evil

Armor Class 18 (natural armor)
Hit Points 144 (17d10 + 51)
Speed 30 ft.

18 (+4) 16 (+3) 17 (+3) 10 (+0) 12 (+1) 10 (+0)

Saving Throws Con +7, Wis +5
Skills Deception +8, Stealth +7
Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons that aren’t adamantine
Condition Immunities frightened
Senses darkvision 120 ft.; passive Perception 11
Languages Deep Speech
Challenge 10 (5,900 XP)

Special Traits

  • Pained Frenzy. When the creature falls below ¾ hit points, it gains an additional claw attack. The same thing happens at ½ health and ¼ health. It loses these extra attacks whenever it regains the hit points.
  • Viscous Fluid. Whenever a creature hits the calamar with a melee weapon attack they must succeed on a DC 15 Strength saving throw or become grappled by the creature (escape DC 15). If they are already grappled by the creature, they also become restrained. If they are already restrained, they also become paralyzed.


  • Multiattack. The calamar makes three claw attacks. Up to two of these attacks can be replaced by numbing tentacles. The creature may also make additional claw attacks from its pained frenzy ability.
  • Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) piercing damage.
  • Numbing Tentacles. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) piercing damage and the target must succeed on a DC 15 Constitution saving throw or take 10 (4d4) poison damage and suffer the effects of the slow spell for 1 minute. At the start of the target’s turns, it takes an additional 10 (4d4) poison damage. The target can reattempt their saving throw at the end of each of their turns, ending the effects on a success. If the calamar hits a creature that is already poisoned with a second tentacle attack, the ongoing poison damage does not increase.


Wretched calamar are not native to the material plane and can only be found in isolated, underground pockets difficult to worm your way into and even harder to leave once you’ve arrived. The calamar bear a passing resemblance to sentient crustaceans, with a thick exoskeleton and numerous tendrils dripping from their face; however, once startled, the creature produces a plethora of hazardous appendages and fluids designed to numb and then eviscerate their prey.

Section 15: Copyright Notice

Knights of the Shadow Realm, Copyright 2020, David Barrentine