Octopus
These bottom-dwelling sea creatures are dangerous only to their prey. If disturbed, they usually try to escape.
Octopus
These bottom-dwelling sea creatures are dangerous only to their prey. If disturbed, they usually try to escape.
Armor Class | 12 | ||
---|---|---|---|
Hit Points | 1d6 | ||
Speed | 5 ft. | Swim 30ft. | |
Strength | 4 (-3) | ||
Dexterity | 15 (+2) | ||
Constitution | 11 (+0) | ||
Intelligence | 3 (-4) | ||
Wisdom | 10 (+0) | ||
Charisma | 4 (-3) | ||
Skills | Perception d20+2 | Stealth d20+4 | |
Senses | Darkvision 30ft. | Passive Perception 12 | |
Languages | --- | ||
Challenge | 0 (10 XP) | ||
Special 1 | Hold Breath | While out of the water, the octopus can hold its breath for 30 minutes | |
Special 2 | Underwater Camouflage | The octopus has an advantage on Dexterity | (Stealth) checks made while underwater |
Special 3 | Water Breathing | The octopus can breathe only underwater | |
Action 1 | Tentacles | Melee Weapon Attack | d20+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 | |||
Action 2 | 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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