Combat Statistics
CR 1
Challenge Rating
200 XP
11
Armor Class
52
Hit Points
(8d10)
Speed: {"walk":10,"swim":60} ft.
Strength
17
(+3)
Dexterity
13
(+1)
hit points, healing, and concentration saves." data-tooltip-category="ability_score" title="Measures health, stamina, and vital force. Affects hit points, healing, and concentration saves.">Constitution
13
(+1)
Intelligence
4
(-3)
Wisdom
10
(+0)
Charisma
4
(-3)
Skills:
Perception +4, Stealth +5
Damage Resistances: []
Damage Immunities: []
Condition Immunities: []
Senses:
Darkvision 60 ft.,
Passive Perception 14 ft.
passive Perception 14
Languages: []
Proficiency Bonus: +2
Special Abilities
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.