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tako (octopi)

Converting the 3rd edition OA monsters as there are a many new monsters in this book that were not in 1e.  Converting them here.  

These guys are my octopi of the ninth world.  An idea I love and stole.



Takos appear as slightly larger than usual octopuses, covered with tough mantles of leathery skin. They are normally light green (males) or orange-red (females), though they can change their color with ease. They have eight supple tentacles, lined with circular muscles that act as suction cups. A single golden eye is centered in their heads, and sharp, protruding jaws resembling the bill of a parrot emerge from beneath their tentacles. Takos have their own language based on tentacle movements and coloration changes.

Though normally docile, takos are extremely xenophobic and attack any creature that invades their territory (and they tend to see the entire ocean as their territory). In addition they have a strong sense of honour; they avenge attacks and ally with members of other races who  assist them. They are crafty opponents, using seven arms to make attacks (with weapons or grappling) while anchoring themselves with one. They typically use tridents or battleaxes as weapons or weapons specifically built for their tentacles.

Though the tako themselves are not overly formidable their war machines – like the apricari – are. They are also master breeders and are able to control sea creatures creating formidable war beasts as well.


Small aberration (tako), lawful neutral
Armor Class 13 (natural armour)
Hit Points 3 (1d6)
Speed 5 ft., swim 30 ft.
STR   DEX     CON     INT      WIS     CHA
(-1) 15 (+2) 11 (+0) 12 (+1) 10 (+0) 10 (+0)
Skills Perception +2, Stealth +4
Senses Darkvision 30 ft., Passive Perception 12
Languages Octopi, Telepathy 15 ft.
Challenge 1/2 (100 XP)

Innate Spellcasting (Psionics). The tako’s innate spellcasting ability is Intelligence (spell save DC 11). It can innately manifest the following spells, requiring no components:

Hold Breath. While out of water, the octopus can hold its breath for 30 minutes.

Scaly Command (1/Day). As a bonus action, the tako commands sea animals (aquatic beasts) to do its bidding.  It operates as an animal friendship spell with the following changes:

  • The tako may target as many Beasts as its CR (minimum of 1).
  • The tako can communicate with any charmed animal as though they shared language.

Squeeze. The octopi can move through a space as narrow as 2 inch wide without squeezing.

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

Water Breathing. The octopus can breathe only underwater.


Tentacle Knives. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 3 (1d6) slashing damage.

Tentacles. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage, and the target is grappled (escape DC 10). Until this grapple ends, the octopus can’t use its tentacles on another target.

Ink Cloud (Recharges after a Short or Long Rest). A 5-foot-radius cloud of ink extends all around the octopus 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 octopus can use the Dash action as a bonus action.

Tiny Mind Blast. The octopi manifests psychic energy in a 15-foot cone. Each creature in that area must succeed on a DC 11 Intelligence saving throw or take 4 (1d8) psychic damage and be stunned until the end of its next turn. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.




Medium Construct (tako), lawful neutral

Armor Class 19 (hardened coral-plasteel body)
Hit Points 127 (15d8 + 60)
Speed 40 ft., swim 40 ft.

STR        DEX        CON        INT        WIS        CHA

18(+4) 16(+3) 18(+4) 13(+1) 14(+2) 10 (+0)

Saving Throws Int +5, Wis +6, Cha +4
Skills Athletics +8, Deception +7, Insight +6, Stealth +7
Senses darkvision 120 ft., passive Perception 12
Languages Octopi
Challenge 9 (5,000 XP)

Localised Teleportation Device. Local teleportation-field bracelets encircle the apricari’s arms and tail. These devices allow it to make its claw and sting attacks remotely, though still on the apricari’s turn and using its actions.


Vorpal Claws. Melee Weapon Attack: +8 to hit, reach LOS, one target. 
Hit: 8 (1d8 + 4) slashing damage. On a critical hit it decapitates its target. A DC 12 Intelligence (Arcana) check identifies the vorpal claws for what they are and a DC 12 Wisdom (Perception) check notices them.

Sting. Melee Weapon Attack: +8 to hit, reach LOS, one target. 
Hit13 (2d8 + 4) piercing damage plus 17 (5d6) poison damage, and the target must succeed on a DC 14 Constitution saving throw or become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.


When reduced to 0 hit points the automaton stops moving (but does not fall down), its chest cavity opens and a tako crawls out and tries to make it back to the ocean. If any other other apricari are still active it will attempt to protect the tako.

“Tako” by Matt Cavotta


Banner Credit: “Slouching Octopus” by unkown.

Posted in 5e, Dungeons & Dragons, Monstrous Compendium, Oriental Adventures

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