Giant Octopus
D&D 5e · 2014·Large Beast·Unaligned
- Armor class
- 11
- Hit points
- 528d10+8
- Challenge
- 1200 XP
- Proficiency
- +2
Speed 10 ft., swim 60 ft.
| Measure | Str | Dex | Con | Int | Wis | Cha |
|---|---|---|---|---|---|---|
| Score | 17 | 13 | 13 | 4 | 10 | 4 |
| Mod | +3 | +1 | +1 | -3 | +0 | -3 |
| Save | +3 | +1 | +1 | -3 | +0 | -3 |
- Skills
- Stealth +5, Perception +4
- Senses
- darkvision 60 ft., passive Perception 14
- Languages
- —
Traits
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 Weapon Attack: +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.