- Challenge
- 1
- XP
- 200
- Size
- Large
- Type
- beast
- Alignment
- unaligned
- Armour Class
- 11
- Hit Points
- 52
- Hit Dice
- 8d10 + 8
- STR
- 17
- DEX
- 13
- CON
- 13
- INT
- 4
- WIS
- 10
- CHA
- 4
Traits
Hold Breath. While out of water, the octopus can hold its breath for 1 hour.
Underwater Camouflage. The octopus has advantage on Dexterity (Stealth) checks made while underwater.
Water Breathing. The octopus can breathe only underwater.
Actions
Tentacles. Melee Weapon Attack: +5 to hit, reach 15 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage. If the target is a creature, it is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the octopus can't use its tentacles on another target.
Ink Cloud (Recharges after a Short or Long Rest). A 20- 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.
Senses: darkvision 60 ft., passive Perception 14. Languages: —. Skills: Perception +4, Stealth +5. Speed: 10 ft., swim 60 ft..
SRD 5.1, p.377 · OGL 1.0a