Octopus

Small Beast, Unaligned


Armor Class 12
Hit Points 3 (1d6)
Speed 5 ft., swim 30 ft.

STR
4 (-3)
DEX
15 (+2)
CON
11 (+0)
INT
3 (-4, Standard) or 10 (+0, Awakened)
WIS
10 (+0)
CHA
4 (-3)

Skills Perception +2, Stealth +4
Senses Darkvision 30 Ft., passive Perception 12
Languages None (Standard) or One Language The Caster Knows (Awakened)
Challenge Rating 0 (0/10 xp)

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

Newfound Intelligence:Awakening this Pet means that they are no longer a Tamed Beast and must be taken as a Sidekick. This requires the character to have the Awaken spell, either by asking a fellow party member to cast it or by getting the spell naturally like Druids do, and requires the upfront cost of the spell to be paid first, A 1000 Gold Piece Agate, in addition to the normal costs of a Sidekick.

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. 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.

Underwater Camouflage:The octopus has advantage on Dexterity (Stealth) checks made while underwater.