/home/explore/monsters/octopus

Octopus

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.

    attack bonus:

    4

    damage:
    • 1

      Bludgeoning

  • Ink Cloud

    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.

    usage:
    rest types:
    • short

    • long

    type:

    recharge after rest

alignment:

unaligned

armor class:

12

charisma:

4

constitution:

11

dexterity:

15

hit dice:

1d6

hit points:

3

intelligence:

3

proficiencies:
  • Skill: Perception

    value:

    2

  • Skill: Stealth

    value:

    4

senses:
darkvision:

30 ft.

passive perception:

12

size:

Small

special abilities:
  • 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.

speed:
swim:

30 ft.

walk:

5 ft.

strength:

4

type:

beast

wisdom:

10

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