Speed:
Walk 10 ft.,
Swim 60 ft.,
STR
17
(3)
DEX
13
(1)
CON
13
(1)
INT
4
(-3)
WIS
10
(0)
CHA
4
(-3)
Saving Throws:
—
Skills:
Perception +4
,
Stealth +5
Damage Vulnerabilities:
—
Damage Resistances:
—
Damage Immunities:
—
Condition Immunities:
—
Senses:
darkvision 60 ft.
Languages: -
Proficiency Bonus: 2
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 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.