Octopus
Armor Class 12
Hit Points 3 (1d6)
Speed swim 30 ft., 5 ft.
STR 4 -3
DEX 15 +2
CON 11 +0
INT 3 -4
WIS 10 +0
CHA 4 -3
Skills perception +2, stealth +4
Senses darkvision30 ft. , passive Perception 12
Traits
- 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/Ranged Weapon Attack: +4 to hit.
- 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.