Octopus
Small beast, unaligned
Armour Class: 12
Hit Points: 3 (1d6)
Speed: 5 ft., swim 30 ft.
STR | DEX | CON |
4 (−3) | 15 (+2) | 11 (+0) |
INT | WIS | CHA |
3 (−4) | 10 (+0) | 4 (−3) |
Skills: Perception +2, Stealth +4
Senses: darkvision 30 ft., passive Perception 12
Languages: –
Challenge: 0 (10 XP)
Abilities
Hold Breath – While out of water, the octopus can hold its breath for 30 minutes.
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: +4 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage, and the target is grappled (escape DC 10). Until this grapple ends, the octopus can’t use its tentacles on another target.
Ink Cloud (Recharges after a Short or Long Rest) – A 5 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.