Giant Octopus | Monsters
| Type | Beast |
|---|---|
| Hit Points | 52 (8d10 + 8) |
| Armor Class | 11 |
| Challenge | 1, 200 XP |
| Speed | 10 Ft., Swim 60 Ft. |
| Size | Large |
| Alignment | Unaligned |
| Languages | |
| Senses | Darkvision 60 Ft., Passive Perception 14 |
| Skills | Perception +4, Stealth +5 |
| Strength | Dexterity | Constitution | Intelligence | Wisdom | Charisma |
|---|---|---|---|---|---|
| 17 | 13 | 13 | 4 | 10 | 4 |
Description
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 (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.