Underwater Camouflage. The octopus has advantage on Dexterity (Stealth) checks made while underwater.
Water Breathing. The octopus can breathe underwater.
Fire Immunity. The octopus doesn't take damage from fire-based attacks.
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.
Flame Cloud (Recharges after a Short or Long Rest). A 20- foot-radius cloud of flame extends all around the octopus if it is out of water. at the start of every turn all players in the 20- foot radius must roll a 10 or higher to avoid fire damage (3d10+3), this does not apply to characters with fire resistance/immunity. After releasing the flames, the octopus can use the Dash action as a bonus action.
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