Underwater Camouflage. The cloctopus has advantage on Dexterity (Stealth) checks made while underwater.
Immutable Form. The cloctopus is immune to any spell or effect that would alter its form.
Lightning Absorption. Whenever the Cloctopus is subjected to lightning damage, it takes no damage and instead regains a number of hit points equal to the lightning damage dealt.
Multi-attack. The cloctopus makes a tentacle hook attack for each free tentacle it has, maximum of 8
Tentacle Hooks. Melee Weapon Attack: +6 to hit, reach 45 ft., one target. Hit: 10 (2d6 + 3) Piercing damage. If the target is a creature, it is grappled (escape DC 16). The clocktopus cannot use that tentacle hook for any attacks until it lets go. If creature is grappled by 2 tentacle hooks, then until this grapple ends, the target is restrained, and the octopus can't use its tentacles on another target.
Ink Cloud (Recharges after a Short or Long Rest). A 40- 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.
The clocktopus has 3 legendary points to spend
Yank. 1 point. When the Clocktopus has a creature grappled it can yank them off their feet and pull them up to 30 feet closer to it. St save 16
Dive. 2 points. All grappled creatures are towed 60 below the surface of the water.
Lair and Lair Actions
Splash. Sends a wave 20 feet high and 20 ft wide 50 feet in any direction. Any creature huge and smaller must make a Strength save of 20 or be knocked prone and pushed 15 ft.
Whirlpool. A whirlpool forms in a space of the clocktopus's choosing. The whirlpool is a 10 in diameter circle. everything in the water with in 20 feet is pulled into the whirlpool, Athletics check of 15 to escape. On a failure the creature is pulled 40 ft down and its speed is zero until the end of its next turn.
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