/home/explore/monsters/giant octopus

Giant Octopus

actions:
  • Tentacles

    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 its tentacles on another target.

    attack bonus:

    5

    damage:
    • 2d6+3

      Bludgeoning

  • Ink Cloud

    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.

    usage:
    rest types:
    • short

    • long

    type:

    recharge after rest

alignment:

unaligned

armor class:

11

challenge rating:

1

charisma:

4

constitution:

13

dexterity:

13

hit dice:

8d10

hit points:

52

intelligence:

4

proficiencies:
  • Skill: Perception

    value:

    4

  • Skill: Stealth

    value:

    5

senses:
darkvision:

60 ft.

passive perception:

14

size:

Large

special abilities:
  • 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.

speed:
swim:

60 ft.

walk:

10 ft.

strength:

17

type:

beast

wisdom:

10

© 2020 David Jones · uses the D&D 5th Edition API Database · source