Combat Statistics
CR 0
Challenge Rating
10 XP
12
Armor Class
3
Hit Points
(1d6)
Speed: {"walk":5,"swim":30} ft.
Strength
4
(-3)
Dexterity
15
(+2)
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
11
(+0)
Intelligence
3
(-4)
Wisdom
10
(+0)
Charisma
4
(-3)
Skills:
Perception +2, Stealth +4
Damage Resistances: []
Damage Immunities: []
Condition Immunities: []
Senses:
Darkvision 30 ft.,
Passive Perception 12 ft.
passive Perception 12
Languages: []
Proficiency Bonus: +2
Special Abilities
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
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.