Giant Octopus

CR 1
Large Beast
Armor Class 11
Hit Points 44
Speed 10 ft., swim 60 ft.
Perception 14 Stealth 13

Sensesdarkvision 60 ft.

+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.


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.


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.


Ad Blocker Detected

Our website is made possible by displaying online advertisements to our visitors. Please consider supporting us by disabling your ad blocker.