Giant Octopus
Large beast, unaligned
Armour Class: 11
Hit Points: 52 (8d10 + 8)
Speed: 10 ft., swim 60 ft.
STR | DEX | CON |
17 (+3) | 13 (+1) | 13 (+1) |
INT | WIS | CHA |
4 (−3) | 10 (+0) | 4 (−3) |
Skills: Perception +4, Stealth +5
Senses: darkvision 60 ft., passive Perception 14
Languages: –
Challenge: 1 (200 XP)
Abilities
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.