Image of Bobby Flayer Pilot and Cook

Summary: An Octopus Construct made to pilot Dagon the spelljammer ship and cook

Bobby Flayer Pilot and Cook

Owned by:

Gender: Male

Age: 1 year

Group: Transportation

Race/Class/Background/Fighting Style (if applicable)

Mechanical Octopus Pilot & Cook for the Spelljammer Ship named Dagon
Small construct, unaligned

Brief History

Mechanical Octopus
Small construct, unaligned
Attached to the Spelljammer ship called Dagon
Armor Class 12 (natural armor)
Hit Points 3 (1d6)
Speed 20 ft., climb 10 ft., swim 40 ft.
STR DEX CON INT WIS CHA
2 (-4) 15 (+2) 11 (+0) 4 (-3) 10 (+0) 4 (-3)
Skills Sleight of Hand +4
Damage Immunities poison, psychic
Condition Immunities charmed, exhaustion, frightened, poisoned
Senses darkvision 60 ft., passive Perception 10
Languages understands the languages of its creator but can’t speak
Challenge ? (25 XP)

SPECIAL TRAITS
Transform. A creature attuned to the mechanical octopus can speak its command word to cause the octopus to transform into any artisan’s tools or thieves’ tools or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn’t transformed. While in tool form, the octopus can’t take any actions or reactions.
Synthesize. The octopus can synthesize various compounds and reagents. It can consume a flask of oil during a long rest to produce a vial of acid, a vial of basic poison, a vial of rare ink, or a flask of alchemist’s fire. These compounds are unstable and lose their potency within eight hours.
ACTIONS
Tentacles (true Form Only). Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage. The target is grappled (escape DC 10). Until this grapple ends, the octopus can’t use its tentacles on another target.
Obscuring Cloud (recharge short or long Rest). A 5-foot-radius cloud of chemicals extends all around the octopus, as ink if it is underwater or smoke otherwise. The area is heavily obscured for 1 minute, although a significant current or wind can disperse the cloud.
ABOUT
Mechanical octopuses are marvels of engineering, allowing gnome tinkers to travel with all the tools of their workshop at their fingertips. Although these constructs are capable of travel in most types of terrain, mechanical octopuses seem to favor being carried by their creators, often latching onto them like a backpack or belt.
All-in-one. Mechanical octopuses are built to have the tool for any job. Each of its eight mechanical arms, as well as its head, contain countless instruments, containers, ingredients, and other miscellanea that could be found in various artisans’ toolkits. Mechanical octopuses and their contents are largely waterproof, wear-resistant, and unmarred by the natural aging of their materials. Although favored by the gnomes, even stubborn dwarven smiths and tinkers are fond of mechanical octopuses as well.
Tinker’s Assistant. Mechanical octopuses kept in use for long enough often end up displaying greater intelligence than they were originally designed with, showing anticipatory preparation for the needs of their creators. Some mechanical octopuses will even continue their creator’s work after they have died.
The intelligence of these constructs is threatening to some gnome tinkers, and there is a fringe group of gnomes in the Under Dark that believe all of the mechanical octopuses and their blueprints should be destroyed, lest their artificial intellect grow beyond the control of the tinkers themselves.

Weapons

Tentacles (true Form Only). Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage. The target is grappled (escape DC 10). Until this grapple ends, the octopus can’t use its tentacles on another target.
Obscuring Cloud (recharge short or long Rest). A 5-foot-radius cloud of chemicals extends all around the octopus, as ink if it is underwater or smoke otherwise. The area is heavily obscured for 1 minute, although a significant current or wind can disperse the cloud.

Armor

Armor Class 12 (natural armor)
Hit Points 3 (1d6)
Speed 20 ft., climb 10 ft., swim 40 ft.
STR DEX CON INT WIS CHA
2 (-4) 15 (+2) 11 (+0) 4 (-3) 10 (+0) 4 (-3)
Skills Sleight of Hand +4
Damage Immunities poison, psychic
Condition Immunities charmed, exhaustion, frightened, poisoned
Senses darkvision 60 ft., passive Perception 10
Languages understands the languages of its creator but can’t speak
Challenge ? (25 XP)

Items

Access to ships controls and mess hall

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