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