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.
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 (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.