Armor Class 12
Hit Points 3 (1d6)
Speed 5 ft., swim 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
4 (−3) | 15 (+2) | 11 (+0) | 3 (−4) | 10 (+0) | 4 (−3) |
Skills Perception +2, Stealth +4
Senses darkvision 30 ft., passive Perception 12
Languages --
Challenge 0 (10 XP)
Hold Breath. While out of water, the octopus can hold its breath for 30 minutes.
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: +4 to hit, reach 5 ft., one target. Hit:
1 bludgeoning damage, and the target is grappled (escape DC 10). Until
this grapple ends, the octopus can't use its tentacles on another
target.
Ink Cloud (Recharges after a Short or Long Rest). A
5-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.