Hold Breath. While out of water, the octopus can hold its breath for 1 hour.
Underwater Camouflage. The octopus has advantage on Dexterity (Stealth) checks made while underwater.
Water Breathing. The octopus can breathe only underwater.
Artic Acclimation. The octopus is not affected by the cold climate and thus does not need to make cold terrain saving throws. It is also resistant to cold damage.
Multiattack. The giant octopus can make three attacks as a combination of Tentacle Wrap and Constrict.
Tentacle Wrap. 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.
Constrict. Melee Weapon Attack: The octopus can choose to squeeze an already grappled target. The target must make a DC 13 strength saving throw. On a fail, they take 17 (4d6 + 3) bludgeoning damage. On a save, they take half as much.
Ink Cloud (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 1 minute, although a significant current can disperse the ink. After releasing the ink, the octopus can use the Dash action as a bonus action.
Tentacle Aid. As a bonus action, the giant octopus can expose another tentacle from the depths (up to 6 tentacles can be in use)
Payback. Melee Weapon Attack: +5 to hit, reach 15 ft., one target. If the octopus is injured and has a free tentacle that is not grappling a target, it can react by having a free tentacle lash out at any enemy that is closest to that tentacle. Hit: 10(2d6 + 3) bludgeoning damage.
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