Armor Class 11 (Dex)
Hit Points 52 (8d10+8)
Speed walk 10 ft., swim 60 ft.
STR | DEX | CON |
17 (+3) | 13 (+1) | 13 (+1) |
INT | WIS | CHA |
4 (-3) | 10 (0) | 4 (-3) |
Saving Throws
Skills Perception +4, Stealth +5
Senses Darkvision 60 ft., Passive Perception 14
Languages
Challenge 1 (200 XP)
Proficiency Bonus +2
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. 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.