Limited Amphibiousness. The cave octopus can breathe air and water, but needs to be submerged at least once every six hours to avoid suffocating.
Adaptive Camouflage. The cave octopus has advantage on Dexterity (Stealth) checks.
Tentacles. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage, and the target is grappled (escape DC 12). Until this grapple ends, the cave octopus can't use its tentacles on another target.
Ink Spurt (Recharges after a Short or Long Rest). One creature of the cave octopus's choice within 5 feet of it must make a DC 12 Dexterity save or be blinded until the end of their next turn. After releasing the ink, the cave octopus can use the Dash action as a bonus action.
Previous Versions
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1/27/2023 7:26:06 PM
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2/4/2023 12:31:25 AM
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2/4/2023 12:35:10 AM
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