All monsters

Octopus

Small, beast, unaligned

CR 0AC 12HP 3 (1d6)

Speed swim 30 ft, walk 5 ft

str
4
(-3)
dex
15
(+2)
con
11
(+0)
int
3
(-4)
wis
10
(+0)
cha
4
(-3)

Skills stealth +4, perception +2

Senses darkvision: 30 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 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.

From the 5.1 SRD distributed by Wizards of the Coast under CC-BY 4.0. Dungeon Diary is not affiliated with or endorsed by Wizards of the Coast.