Zombie, Giant Octopus

Family: Zombies

Huge undead, neutral evil

Armor Class 13 (18 if attacked through its bowl)
Hit Points 138 (12d12 + 60)
Speed 10 ft., swim 50 ft.

20 (+5) 16 (+3) 20 (+5) 2 (-4) 8 (-1) 5 (-3)

Skills Perception +3, Stealth +7
Damage Resistances cold; bludgeoning from nonmagical attacks
Damage Immunities poison
Condition Immunities exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 13
Challenge 11 (7,200 XP)

Special Traits

  • Protective Bowl. The giant octopus zombie lives in an extremely durable 10-foot diameter, 10-foot tall glass bowl. It has an Armor Class of 18 against almost all physical attacks made against it from outside its bowl. Attacks directed at the giant octopus zombie from above or from within the bowl use its normal Armor Class of 13.
  • Turn Resistance. The giant octopus zombie has advantage on saving throws against any effect that turns undead.
  • Undead Fortitude. If damage reduces the giant octopus zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the giant octopus zombie drops to 1 hit point instead.


  • Multiattack. The giant octopus zombie makes eight Tentacle attacks and one Bite attack. Reduce the number of Tentacle attacks by one for each creature the giant octopus zombie has grappled.
  • Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one grappled target. Hit: 15 (3d6 + 5) piercing damage.
  • Tentacle. Melee Weapon Attack: +9 to hit, reach 20 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage. If the target is a creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained.
  • Ink Spray (recharges after a short or long rest). A 20-foot-radius cloud of ink extends all around the giant octopus zombie 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 giant octopus zombie can use its bonus action to Dash. If used while the giant octopus zombie is out of water (or against targets out of water), the giant octopus zombie sprays a 30-foot cone of black ink. All creatures in the cone must succeed on a DC 17 Dexterity saving throw or be blinded and poisoned for 1 minute. Each affected creature may make a DC 17 Constitution saving throw at the end of each of its turns, ending the effects on itself on a success.


  • Don’t Tap the Glass. When a creature hits the giant octopus zombie (or its bowl) with a melee attack or moves within 10 feet of its bowl, it may use its reaction to make one Tentacle attack against the creature, unless all of its tentacles are occupied grappling creatures.
Section 15: Copyright Notice

Tegel Manor © 2019, Frog God Games, LLC; Authors: Bill Webb & Thom Wilson with additional material by Gabor Lux

This is not the complete section 15 entry - see the full license for this page