Amorphous. Can move through a space as narrow as 5 feet wide without squeezing.
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.
Block. Fore every tentacle not used to attack, +1 to AC.
Multiattack. Can make up to 8 tentacle attacks or replace one tentacle attack with a beak attack. Or it can make 4 tentacle attacks and use its ink cloud.
Tentacle Attack. Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 12 (2d8 + 3) bludgeoning damage. If the target is a creature it makes a Strength or Dexterity save (DC17), if it fails it is grappled (escape DC 17). While grappled in this way the next tentacle attack can restrain the creature in its tentacle, the target is restrained, and the octopus can't use its tentacle on another target.
Beak Attack. Melee Attack: +7 to hit, range: must be grappled or restrained in beak or tentacles, 1 target. Hit: 15 (2d10 + 3) piercing damage. The target remains grappled, but they are now in the beak.
Swallow. While a creature is grappled in the monster's beak, the monster can make another beak attack against the creature. If it hits, the creature makes a Strength or Dexterity check against a contesting strength check, if the creature fails the grapple ends and they are swallowed. They are considered blinded and restrained and take 10 (3d6) acid damage at the start of each of the monster's turns. If the monster takes 30+ damage in 1 turn, it must succeed a Constitution Saving Throw of 13 or regurgitate the creature.
Ink Cloud (Recharges on a 6). A 30- 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.
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