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Octopus

D&D 5e · 2014·Small Beast·Unaligned

Armor class
12
Hit points
31d6
Challenge
010 XP
Proficiency
+2

Speed 5 ft., swim 30 ft.

Ability scores, modifiers and saving throws
MeasureStrDexConIntWisCha
Score415113104
Mod-3+2+0-4+0-3
Save-3+2+0-4+0-3
Skills
Stealth +4, Perception +2
Senses
darkvision 30 ft., passive Perception 12
Languages
—

Traits

Hold Breath

While out of water, the octopus can hold its breath for 30 minutes.

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: +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.

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.

Find similar monsters

Movement

Damage dealt

Rules source: System Reference Document 5.1 ↗

This work includes material taken from the System Reference Document 5.1 ("SRD 5.1") by Wizards of the Coast LLC and available at https://dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at https://creativecommons.org/licenses/by/4.0/legalcode. Stat blocks were structured and tagged by JustRoll from the Open5e transcription, then checked against the official document; values that differed were corrected from it.

Creative Commons Attribution 4.0