Giant Octopus
Armor Class 11
Hit Points 52 (8d10+8)
Speed swim 60 ft., 10 ft.
STR 17 +3
DEX 13 +1
CON 13 +1
INT 4 -3
WIS 10 +0
CHA 4 -3
Skills perception +4, stealth +5
Senses darkvision60 ft. , passive Perception 14
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/Ranged Weapon Attack: +5 to hit.
- 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 (Recharges after a Short or Long Rest).
- 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.