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MM'14 p.333, MM'25 p.365

Octopus

Small beast, unaligned
Armor Class: 12
Hit Points: 3hp 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 +2
Senses: Darkvision 30 ft., Passive Perception 12
Proficiency Bonus: +2

Compression. The octopus can move through a space as narrow as 1 inch without expending extra movement to do so.
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.

Bonus Actions

Ink Cloud (1/Rest). The octopus releases ink that fills a 5-foot Cube centered on itself. The Cube is Heavily Obscured for 1 minute or until a strong current or similar effect disperses the ink. After releasing the ink, the octopus can use the Dash action as a bonus action.

Suggested Environments

Underwater


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