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.
Multiattack. The octopus can make two attacks, up to one of those attacks can be with the beak.
Tentacles. Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 12 (2d8 + 3) bludgeoning damage. If the target is a creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained, and the octopus can't grapple another target.
Beak. Melee Weapon Attack: +7 to hit, target must be grappled by the octopus. Hit: 15 (2d10 + 4) piercing damage.
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.
Description
"The doubling of ones limbs is a strain on the mind, yet time and time again I assumed the form of this tentacled beast. Eventually I found home in that alien mind, such that I now occasionally regard my true form with loss." - The lost journal of Vein Hepatros