Octopus

Monster Manual - 5e, D&D Basic Rules

Basic Information

Anatomy

The octopus has tentacles that it can use to attack and grapple. [1] [2]

Ecology and Habitats

The octopus is an aquatic species, can swim, and breaths underwater. It must hold its breath while out of the water. The octopus has underwater camouflage and can discharge an ink cloud to escape predators. [1] [2]

Additional Information

Perception and Sensory Capabilities

Octopi have darkvision to a range of 30 ft. [1] [2]

References

  1. ^Monster Manual (5e) (2014), p.333.
  2. ^D&D Basic Rules (November, 2018), p.146.

Contents



Parent Article

  • Miscellaneous Creatures

Stat Block

See below [1] [2]

Octopus

Hit Points 3 ( 1d6 )
Speed 5 ft., swim 30 ft.

4 -3

15 +2

11 +0

INT

3 -4

WIS

10 +0

CHA

4 -3

Senses darkvision 30 ft., passive Perception 12
Challenge 0 (10 XP)

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. (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.


Suggested Terrain underwater
Sources Monster Manual - 5e, D&D Basic Rules

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