Octopus


 

Octopus, CR 0

Small beast, unaligned
Armor Class 12
Hit Points 3 1d6 )
Spell Points
Speed 5ft Swim: 30ft

STR

4
-3

DEX

15
+2

CON

11
+0

INT

4
-3

WIS

13
+1

CHA

4
-3

Proficiency Bonus 1
Skills Perception 1d20+2 , Stealth 1d20+3 ,
Senses Darkvision 30 ft., Passive Perception 10
Languages --

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.



 
 

Item drops

Treasure Drops


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