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Octopus, Giant 2014

CR 1 beast

Large beast, chaotic evil


Armor Class
11
Hit Points
44
Speed
10 ft., swim 60 ft.

STR16 (+3)
DEX12 (+1)
CON12 (+1)
INT4 (-3)
WIS10 (+0)
CHA4 (-3)

Saving Throws
Strength +3, Dexterity +1, Constitution +1, Intelligence -3, Wisdom +0, Charisma -3
Skills
Senses
darkvision 60 ft., passive Perception 10
Languages
-
Challenge
1 (200 XP) · Proficiency Bonus +2

Hold Breath.

While out of water, the octopus can hold its breath for 1 hour.

Underwater Camouflage.

The octopus's Stealth is 18 while underwater.

Water Breathing.

The octopus can breathe only underwater.

Actions

Tentacles.

Melee Weapon Attack: +5 to hit, reach 15 ft., one target. Hit: 10 (2d6+3) bludgeoning damage, and the target is grappled (escape DC 13), if it is a Huge or smaller creature. Until this grapple ends, the target is restrained. The octopus can grapple up to two creatures at one time.

Bonus Actions

Tentacle Slam.

The octopus slams a Medium or smaller creature it is grappling into a solid surface. The target must make a DC 13 STR save, taking 7 (2d6) bludgeoning damage on a failed save, or half as much damage on a successful one.

Reactions

Ink Dash (Recharge 4–6).

When a creature the octopus can see deals damage to it, the octopus can release a 20-foot- radius cloud of ink all around itself, if it is underwater. The area is heavily obscured until the end of the octopus's next turn, although a significant current can disperse the ink. Then, the octopus can swim up to its swimming speed. If it does so, it immediately releases any creatures it is grappling.

Source: Black Flag SRD (Kobold Press) · License: Creative Commons Attribution 4.0 details