The Thieves Guild
A Collection of D&D 5e Resources
PolymorphFamiliar Options

Octopus

Octopus

Small beast, unaligned
Armor Class 12
Hit Points 3 (1d6)
Speed 5 ft., swim 30 ft.
Str
4 (-3)
Dex
15 (+2)
Con
11 (0)
Int
3 (-4)
Wis
10 (0)
Cha
4 (-3)
Skills Perception +2, Stealth +4
Senses Darkvision 30 ft., Passive Perception 12
Languages
Challenge 0 (10 XP)
Hold Breath: While out of water, the octopus can hold its breath for 30 minutes.

Underwater Camouflage: The octopus has advantage on Dexterity (Stealth) checks made while underwater.

Water Breathing: The octopus can breathe only underwater.
Actions
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 octopus 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 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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