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    Te Wheke-a-Muturangi

    Huge monstrosity, chaotic evil

    Armor Class 17 (natural armor)

    Hit Points 195 (17d12 + 85)

    Speed 10 ft., swim 80 ft., climb 20 ft. (rock walls only)

    STR 24 (+7) · DEX 14 (+2) · CON 20 (+5) · INT 8 (−1) · WIS 14 (+2) · CHA 12 (+1)

    Saving Throws Dex +7, Con +10, Wis +7

    Skills Perception +12

    Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks

    Condition Immunities frightened, prone (while in water)

    Senses darkvision 120 ft., tremorsense 60 ft. (water only), passive Perception 22

    Languages understands Māori and Aquan but can’t speak

    Challenge 11 (7,200 XP)

    Traits

    Amphibious. Te Wheke can breathe air and water.

    Adaptive Camouflage. While motionless in water, Te Wheke is indistinguishable from coral or rock (DC 18 Intelligence [Investigation] to discern). The first attack it makes after ending this camouflage is made with advantage.

    Iron Grip. Te Wheke can grapple up to four Large or smaller creatures at one time. Escaping a grapple requires a successful DC 18 Strength (Athletics) or Dexterity (Acrobatics) check.

    Rock-Anchored. As a bonus action, Te Wheke can anchor up to four tentacles to solid stone. While at least three tentacles are anchored, Te Wheke can’t be moved against its will and has advantage on checks and saves against being knocked prone. Releasing or re-anchoring any or all tentacles is a bonus action.

    Actions

    Multiattack. Te Wheke makes three attacks: two with its Tentacles and one with its Beak.

    Tentacle. Melee Weapon Attack: +11 to hit, reach 20 ft., one target. Hit: 18 (2d10 + 7) bludgeoning damage, and the target is grappled (escape DC 18). Until this grapple ends, the target is restrained.

    Beak. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 26 (3d12 + 7) piercing damage. If the target is grappled by Te Wheke, the attack deals an extra 10 (3d6) damage.

    Whirlpool Surge (Recharge 5–6). Te Wheke thrashes all eight arms, creating a churning vortex. Each creature of its choice in water within 30 ft. must make a DC 18 Strength saving throw. On a failure, a creature takes 36 (8d8) bludgeoning damage, is pulled up to 20 ft. toward Te Wheke, and knocked prone. On a success, a creature takes half damage and isn’t moved. Large or smaller vessels automatically take the full damage.

    Bonus Actions

    Drag to the Deep. Te Wheke moves each creature it is grappling up to 30 ft. directly toward the seabed without provoking opportunity attacks.

    Reactions

    Ink Cloud. When Te Wheke takes damage, it can release ink in a 20-foot-radius sphere centered on itself. The area is heavily obscured for all creatures except Te Wheke until the end of its next turn. Te Wheke then moves up to half its swim speed without provoking opportunity attacks.

    Legendary Actions

    Te Wheke can take 2 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. It regains spent legendary actions at the start of its turn.

    Tentacle Attack. Te Wheke makes one Tentacle attack.

    Detect. Te Wheke makes a Wisdom (Perception) check.

    Crushing Beak (Costs 2 Actions). Te Wheke makes one Beak attack against a creature it is grappling.

    Lore

    A huge, monstrous octopus.

    Te Wheke-a-Muturangi in Māori myth is a gigantic octopus, the personal familiar and instrument of vengeance of the priest Muturangi from the homeland of Hawaiki. Its name, literally “Muturangi’s octopus,” underscores the bond with its master. Variants of the creature turn up under similar names across Polynesian lore, hinting at a shared ancient source. By role it is at once a guardian, a destroyer, and a magical familiar.

    The story of Te Wheke-a-Muturangi tells that in Hawaiki lived the tohunga Muturangi, a lord of incantations who kept a gigantic octopus—a wheke—tamed as his spirit helper, or haumiakitū. This wheke would leave its lair to gorge on fish, heading straight for people’s lines, stealing bait, and emptying traps because it was easy pickings. Another version says that Muturangi deliberately sent his familiar to wreck village gear and hurt the fishermen. Either way, when the great navigator Kupe heard of the monster’s deeds he swore to end both the theft of the catch and the sorcery behind it. He readied his double-hulled canoe Matahourua, gathered kin and crew, took his wife Hine-te-Aparangi aboard, chanted the karakia for the voyage, and steered the waka onto the creature’s trail.

    From Oceanian Bestiary 5E, p. 88 · Fern Flower Press