Fearsome spectacle. When a creature first sees the squid, the creature must succeed on a DC 12 wisdom saving throw or become frightened for 1 minute.
Camouflage. The squid has advantage on Dexterity (Stealth) checks.
Water Breathing. The squid can breathe only underwater.
Tentacles. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage, and the target is grappled (escape DC 10). Until this grapple ends, the squid can't use its tentacles on another target.
Ink Cloud (Recharges after a Short or Long Rest). A 5-foot-radius cloud of ink extends all around the squid. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the squid can use the Dash action as a bonus action.
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