Small Beast, Unaligned
Armor Class 12 Natural Armor
Hit Points 4 (1d8)
Speed 5 ft., Swim 30 ft.
STR
10 (+0)
DEX
15 (+2)
CON
11 (+0)
INT
12 (+1)
WIS
10 (+0)
CHA
6 (-2)
Skills Perception +2, Stealth +6
Damage Resistances Bludgeoning, Poison
Damage Immunities Piercing
Senses Blindsight 10 ft., Darkvision 30 ft., Passive Perception 12
Languages --
Challenge 0 (10 XP)
Proficiency Bonus +2
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.

Uncanny Mimicry. The octopus can form its shape and color to resemble any creature or object of reasonable shape and size. Any creature trying to determine that it is an octopus must succeed a DC 10 Intelligence (Investigation) check.

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.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft, one target. Hit: 1 piercing damage, and 1 poison damage. If the target is small size or smaller, it is poisoned for 4 hours. 

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.

Legendary Actions

If the octopus fails a stealth check, it can choose to succeed instead. It can do this once per short rest.

Monster Tags: Misc Creature

Habitat: Underwater

BeholderMilk32

Comments

Posts Quoted:
Reply
Clear All Quotes