Giant Octopus

Monster Manual - 5e, D&D Basic Rules

Basic Information

Anatomy

The giant octopus has tentacles that it can use to attack and grapple. [1] [2]

Ecology and Habitats

The giant octopus is an aquatic species, can swim, and breaths underwater. It must hold its breath while out of the water. The giant octopus has underwater camouflage and can discharge an ink cloud to escape predators. [1] [2]

Additional Information

Perception and Sensory Capabilities

Giant octopi have darkvision to a range of 60 ft. [1] [2]

References

  1. ^Monster Manual (5e) (2014), p.326.
  2. ^D&D Basic Rules (November, 2018), p.134.

Contents



Parent Article

  • Miscellaneous Creatures

Stat Block

See below [1] [2]

Giant Octopus

Hit Points 52 ( 8d10 + 8 )
Speed 10 ft., swim 60 ft.

17 +3

13 +1

13 +1

INT

4 -3

WIS

10 +0

CHA

4 -3

Senses darkvision 60 ft., passive Perception 14
Challenge 1 (200 XP)

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 creature can breathe only underwater.

Actions

Tentacles. Melee Weapon Attack: +5 to hit, reach 5 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. (Recharges after a Short or Long Rest). 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.


Suggested Terrain underwater
Sources Monster Manual - 5e, D&D Basic Rules

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