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.
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.







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Posted Mar 19, 2024in real life octopi have the intelligence of a young child
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Posted Jun 24, 2024I think my players can beat this: They're a level 3 Wood Elf Monk and Water Genasi Bard.
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Posted Aug 7, 2024I'm actually curious. Could an encounter with 3 giant crabs and 1 of these be a balanced fight for 3 level 3 characters? Or is it too strong? If so, could I remove some crabs? Or perhaps add a friendly npc to the fight?
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Posted Sep 15, 2024yes sir
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Posted Nov 24, 2024booba
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Posted Apr 7, 2025My level one party of five turned it into calamari after a triple spear/frost/greatsword attack.
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Posted Nov 4, 2025this is somewhat more tolerable, but don't octopi get on land and live for about an hour?
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Posted Nov 4, 2025probably, but 11 is more than a 50/50 chance. and 1 CR isnt too crazy, but id consider bringing it to two or maybe even three.