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.
Attack on arms. 10 dmg. or more will cut an arm. The Octopus has 8 arms, and must use at least 2 of them to hold it self stationary.
Tentacle Grab. 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 this tentacle on another target. It can hold up to 2 targets grappled.
Reel. The Octopus pulls each creature grappled by it up to 15 feet straight toward it.
Beak Bite. Melee Weapon Attack: +5 to hit, reach 0 ft., one target, target must be grappled. Hit: 14 (4d6 + 2) 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 Octopus will flee when it has 30% og HP left, or looses 5 arms.
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