# Octopus *Small* *Beast* *unaligned* - **Armor Class:** 12 - **Hit Points:** 3 (1d6) - **Speed:** walk 5 ft. swim 30 ft. - **Challenge Rating:** 0 (25 XP) - **Source:** 5.1 SRD (2015 MM), page 384 | STR | DEX | CON | INT | WIS | CHA | | --- | --- | --- | --- | --- | --- | | 4 (-3) | 15 (+2) | 11 (+0) | 3 (-4) | 10 (+0) | 4 (-3) | - **Skills:** perception +2, stealth +4 - **Senses:** darkvision 30 ft., passive Perception 12 - **Languages:** ### 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. ### 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.