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Condition Immunities blinded, charmed, frightened, paralyzed. Senses blindsight 30 ft. ( blind beyond this radius), passive Perception 8. Languages —. Challenge 1 (200 XP) Proficiency Bonus +2. Hold Breath. While out of water, the octopus can hold its breath for 1 hour. Water Breathing. The octopus can breathe only underwater.


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Giant Octopus - DnD Wiki | Dungeons and Dragons (D&D 5E) >> >> Giant Octopus Large beast · Unaligned Armor Class: 11 hit Points: 52 (8d10 + 8) Speed: 10ft., swim 60ft. Str 17 Dex 13 Con 13 Wis 10 Int 4 Cha 4 Skills: Perception +4, Stealth +5 Senses: darkvision 60 ft., passive perception 14 Languages: error Challenge: 1 Traits Hold Breath.


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10 Int 3 Cha 4 Skills: Perception +2, Stealth +4 Senses: darkvision 30 ft., passive perception 12 Languages: error Challenge: 0 Traits 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.


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Dungeons & Dragons 5th Edition System Reference Document documentation. 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.


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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 (Recharges after a Short or Long Rest). A 5-foot-radius cloud of ink extends all around the octopus if it is underwater.


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WIS 10 (+0) CHA 4 (-3) Skills Perception +2, Stealth +4 Senses darkvision 30 ft., passive Perception 12 Languages — Challenge 0 (10 XP) 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.


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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 (Recharges after a Short or Long Rest).


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Explore Monsters Character Spells Magic Items in: Monsters, Beast, CR 1, Monster Manual Giant Octopus Sign in to edit From Monster Manual, page 326. Categories Community content is available under CC-BY-SA unless otherwise noted. From Monster Manual, page 326.


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From Monster Manual, page 333. 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. Tentacles. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.


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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.


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Senses darkvision 60 ft., passive Perception 14. Languages —. 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 octopus can breathe only underwater.


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Skills Perception +4, Stealth +5. Senses darkvision 60 ft., passive Perception 14. Languages --. 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.


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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.


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Octopus Small beast, unaligned Armor Class 12 Hit Points 3 (1d6) Speed 5 ft., swim 30 ft. Skills Perception +2, Stealth +4 Languages — Challenge 0 (10 XP) 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.

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