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Octopus


 

Octopus CR: 0 (10 XP)

Small beast, unaligned
Armor Class: 12
Hit Points: 3 (1D6)
Speed: 5 ft , swim: 30 ft

STR

4 -3

DEX

15 +2

CON

11 +0

INT

3 -4

WIS

10 +0

CHA

4 -3

Skills: Perception +2, Stealth +4
Senses: Darkvision 30 Ft., passive Perception 12
Challenge Rating: 0 (10 XP)

Hold Breath. While out of water, the octopus can hold its breath for 30 minutes.   Suction Cups. Creature's grappled by the octopus have disadvantage on its ability check to escape the grapple   Underwater Camouflage. The octopus has advantage on Dexterity (Stealth) checks made while underwater.   Water Breathing. The octopus can breathe only underwater.   Malleable Form. The Octopus can move through any space large enough for a tiny creature without squeezing   Reel. It can use its bonus action to pull a grappled creature 15ft. towards it.

Actions

Tentacles. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d1) bludgeoning damage. 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.

 

 
 

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