Octopus, Giant

large Beast

Armor Class 11

Hit Points 44

Speed swim +60, walk +10

Challenge 1

STR
16
+3
DEX
12
+1
CON
12
+1
INT
4
-3
WIS
10
+0
CHA
4
-3

Saving Throws cha -3, con +1, dex +1, int -3, str +3, wis +0

Senses darkvision 60 ft.

Languages -

Special Abilities

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 · OGL/Open