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. |
| Score |
17 |
13 |
13 |
4 |
10 |
4 |
| Modifier |
+3 |
+1 |
+1 |
-3 |
+0 |
-3 |
| Saving Throw |
+3 |
+1 |
+1 |
-3 |
+0 |
-3 |
- Skills Perception +4, Stealth +5
- Senses darkvision 60 ft., passive Perception 14
- Languages —
- Challenge 1 (200 XP)
Traits
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.