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Large beast · CR 1

Giant Octopus

Armor Class11
Hit Points52 (8d10+8)
Speed10 ft., swim 60 ft.
ChallengeCR 1 (200 XP)
STR
17
(+3)
DEX
13
(+1)
CON
13
(+1)
INT
4
(-3)
WIS
10
(+0)
CHA
4
(-3)
SkillsPerception +4, Stealth +5
Sensesdarkvision 60 ft., passive Perception 14
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.
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.
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.

Running Giant Octopus in an encounter

As a CR 1 threat worth 200 XP, Giant Octopus is a fair challenge for a party of four at a comparable level. With no legendary actions it works best in numbers or paired with support, where its CR 1 rating won't be burned down in a single round. Use the XP value with the encounter builder to slot it into a balanced fight.

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