Hold Breath. While out of water, the octopus can hold its breath for 25 minutes.
Coral Camouflage. The octopus has advantage on Dexterity (Stealth) checks made while in or near a coral reef.
Aquatic. The octopus can breathe only underwater.
Aquatic Multiattack. The octopus can attack up to three times underwater, and twice above water; the second attack above water has disadvantage and a -5 to hit.
Coral Armor. The octopus's hard coral-like exoskeleton gives it stronger defensive capabilities, including resistance to bludgeoning damage.
Tentacle Strike. Melee Weapon Attack: +4 to hit, reach 15 ft., one target. Hit: 1d8 + 3 bludgeoning damage. If the target is a creature, it is grappled (escape DC 14). Until this grapple ends, the target is restrained, and the octopus loses one attack each turn for every creature that it is grappling.
Ink Burst (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 10 seconds, although a significant current can disperse the ink. After releasing the ink, the octopus can use the Dash action as a bonus action.
Description
A type of Giant Octopus that adapted to the coral reef environment. Its flexible yet hard exoskeleton strongly resembles coral, allowing it to easily catch its prey by surprise and remain a top hunter even when competing for prey. However, in exchange, some of its other capabilities have been sacrificed.
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