Armor: Shield only
Fire off Rocks: Octorok’s shoot rocks out of their mouths, its pretty much their main thing.
The craggy projectile has a range of 40 ft, and can be fired each round in lieu of a normal attack. Damage for a rock begins at 1d6 at levels 1-4, increases to 1d8 at levels 5-9, and 1d10 at level 10 and up. Octoroks may add their dexterity bonus to hit with this attack, and their constitution bonus to damage rolls with it.
Tentacles : Octorok’s can hold more items or weapons then a normal person can, counting as having four “hands” instead of two. If multiple weapons are held (or when fighting with a free tentacle) then an Octorok may re-roll a miss in melee combat. If this is done, the additional roll must be made with a weapon other then the one used in the initial attack.
If an Octorok makes an attack when unarmed, its tentacles do 1d4 points of damage.
Leap: Octorok’s are surprisingly good jumpers, and can make 10’ high vertical leaps without a running start. They may also make leaps at double their normal move if they choose not to utilize their rock projectile attack.
At level 5 an Octorok turns blue, and its rock attack counts as a magical weapon for purposes of dealing damage to certain monsters.
|Level||XP Required||HD||Rock Dmg|
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