Giant Octopus
Giant Octopus, CR 1
STR
17
+3
DEX
14
+1
CON
13
+1
INT
4
-3
WIS
10
+0
CHA
4
-3
Special Abilites
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 Attack : 1d20+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. Hide. The octopus hides from its opponents. It must be out of sight to do so.
Legendary Actions
The octopus can take 3 epic actions, choosing from the options below. Only one epic action option can be used at a time and only at the end of another creature's Turn. The octopus regains spent epic actions at the start of its turn. Tentacle Attack. The octopus makes a tentacle attack. Jet (Costs 2 Actions). The octopus moves up to half its speed and makes a tentacle attack. Whirlpool Tentacle (Costs 3 Actions). The octopus spins and makes a tentacle attack against all creatures within 5 feet of it.
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