Octopus

CR 0
Small Beast
Armor Class 11
Hit Points 8
Speed 5 ft., swim 30 ft.
Perception 12 Stealth 13

Sensesdarkvision 30 ft.
Languages


STR DEX CON INT WIS CHA
-3 +1 +0 -4 +0 -3

Hold Breath. While out of water, the octopus can hold its breath for 30 minutes.

Underwater Camouflage. The octopus’s Stealth is 18 while underwater.

Water Breathing. The octopus can breathe only underwater.

Actions

Tentacles. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage, and the target is grappled (escape DC 11), if it is a Medium or smaller creature. Until this grapple ends, the octopus can’t use its Tentacles on another target.

Reactions

Ink Dash (Recharge 6). When a creature the octopus can see deals damage to it, the octopus can release a 5-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 creature it is grappling.

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