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Small beast · CR 0

Octopus

Armor Class12
Hit Points3 (1d6)
Speed5 ft., swim 30 ft.
ChallengeCR 0 (10 XP)
STR
4
(-3)
DEX
15
(+2)
CON
11
(+0)
INT
3
(-4)
WIS
10
(+0)
CHA
4
(-3)
SkillsPerception +2, Stealth +4
Sensesdarkvision 30 ft., passive Perception 12
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. 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.

Running Octopus in an encounter

As a CR 0 threat worth 10 XP, 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 0 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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