Octopus
Octopus, CR 0
STR
4
-3
DEX
15
+2
CON
11
+0
INT
4
-3
WIS
13
+1
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+4 to hit, reach 5 ft., one target. Hit: 1 Bludgeoning Damage. If the target is a creature, it 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. Hide. The octopus hides from its opponents. It must be out of sight to do so.
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