Armor Class
13
natural
Hit Points
15
(1d6)
Speed
5 ft., swim 30 ft.
STR
4
(-3)
DEX
15
(+2)
CON
11
(+0)
INT
3
(-4)
WIS
10
(+0)
CHA
4
(-3)
Saving Throws
CON +2
Skills
Perception +2, Stealth +4
Damage Immunities
Necrotic
Senses
Darkvision 30 ft., Passive Perception 12
Languages
Elvish --
Challenge
1/2 (100 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.
Actions
Tentacles. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage, 2 necrotic, 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). Shoots a stream of viscous black liquid up to 15 ft. target must roll a dex save of 13 or take half damage. 1d6 necrotic damage and target has disadvantage on any rolls requiring sight.







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