Blood Sea Mutant Octopus

Medium aberration, chaotic evil

4 (-3) 17 (+3) 11 (+0) 9 (-1) 12 (+1) 4 (-3)

Armor Class 13
Hit Points 9 (2d8)
Speed 15 ft., swim 30 ft.
Skills Perception +3, Stealth +5
Senses darkvision 30 ft., passive Perception 13
Challenge 1 (200 XP)

Special Traits

  • Air Breather. The mutant octopus can stay out of water for an hour. If stays out of the water past its allowed time, it gains a level of exhaustion for each additional hour spent out of water.
  • Underwater Camouflage. The octopus has advantage on Dexterity (Stealth) checks made while underwater.
  • Water Breathing. The octopus can breathe underwater.


  • Deadly Maw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage.
  • Tentacles. Melee Weapon Attack: +5 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. 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.


Not as large as their more giant kindred, they often sneak into waterside villages after dark, climbing into open windows in search of tender flesh to grab and (eventually) eat.

Section 15: Copyright Notice

Creature Collection 5e Copyright 2020 Onyx Path Publishing, Inc.