15. Potopus. Past a short corridor from the right door of the Sleeping Giant’s room lies a30’x30’ chamber of red granite, with bronze braziers burning in the corners. In the center of the chamber is a large pot, 6’ in diameter and 3’deep, steam rising from the boiling water within. As the PCs enter, the pot raises itself up on eight mechanical chain-like tentacles and begins an attack: it is a Potopus. Treat as a Giant Octopus, but its tentacle attacks deal no damage: instead, anyone grappled by a tentacle is dropped into the boiling pot on the next turn, taking 2d6 fire damage on the start of their next turn. Escaping the pot requires a DC 12 Athletics check. The Potopus is another Chaos God test, and it will employ one tentacle per round to attack for every 2 PCs present; the other tentacles will hang back and be used for mobility. The Potopus is classified as a Construct, and so the head-stand trick of room 1 will work on it: the Potopus will fly up, strike the ceiling, spill its boiling water, and fall back to the ground with a loud clang. With no water as a weapon. The Potopus will cease attacking and basically give a tentacle shrug. If attacks continue, it pulls the tentacles back underneath itself where it is shielded from attacks. Any other clever PC approach to tipping the Potopus and making it spill will have the same effect.
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