Hold Breath. While out of water, the octopus can hold its breath for 30 minutes.
Water Breathing. The octopus can breathe only underwater.
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.
Poison Bite. Melee Attack: When a hostile creature is grappled by this creature the octopus bites down on their prey dealing 1d6+1 piercing damage and injects them with deadly poison (Constitution check dc 10 to fight off the affects of the poison) on a failed constitution check take 1d12 damage and experience the following effects [poisoned and paralyzed till the creatures next turn].
Camouflage: the creature spends a bonus action changing the pigments in there skin to become the color of near by environment giving them advantage on stealth checks.
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