Large unknown, Unaligned
Armor Class 11
Hit Points 52 (8d10 + 8)
Speed 30 ft., Speed is 50 ft. when angered. , Swim 60 ft. Speed is 80 ft. when angered., Climb 40 ft. Speed is 60 ft. when angered., Burrow 50 ft. Speed is 70 ft. when angered.
STR
17 (+3)
DEX
13 (+1)
CON
13 (+1)
INT
4 (-3)
WIS
10 (+0)
CHA
4 (-3)
Skills Acrobatics +25, Perception +22, Stealth +22
Senses Blindsight 60 ft., Darkvision 120 ft., Tremorsense 60 ft., Truesight 60 ft., Passive Perception 14
Languages All --
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

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. 

Actions

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.

Monster Tags: Misc Creature

Habitat: Underwater

NotRobot123

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