CR 1
Large Beast
Armor Class 11
Hit Points 44
Speed 10 ft., swim 60 ft.
Perception 14 Stealth 13
Sensesdarkvision 60 ft.
Languages –
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
+3 | +1 | +1 | -3 | +0 | -3 |
Hold Breath. While out of water, the octopus can hold its breath for 1 hour.
Underwater Camouflage. The octopus’s Stealth is 18 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, and the target is grappled (escape DC 13), if it is a Huge or smaller creature. Until this grapple ends, the target is restrained. The octopus can grapple up to two creatures at one time.
Bonus Actions
Tentacle Slam. The octopus slams a Medium or smaller creature it is grappling into a solid surface. The target must make a DC 13 STR save, taking 7 (2d6) bludgeoning damage on a failed save, or half as much damage on a successful one.
Reactions
Ink Dash (Recharge 4-6). When a creature the octopus can see deals damage to it, the octopus can release a 20-foot-radius cloud of ink all around itself, if it is underwater. The area is heavily obscured until the end of the octopus’s next turn, although a significant current can disperse the ink. Then, the octopus can swim up to its swimming speed. If it does so, it immediately releases any creatures it is grappling.