Free interactive D&D 5e SRD stat block

Giant Octopus

Large Beast, CR 1, AC 11, 45 HP. Unaligned.

A giant octopus emerging from moonlit water around rocky ruins.
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Large Beast, Unaligned

AC
11
Initiative
+1 (11)
HP
45 (7d10+7)
Speed
10 ft., Swim 60 ft.
ScoreModSave
STR 17 +3 +3
DEX 13 +1 +1
CON 13 +1 +1
INT 5 -3 -3
WIS 10 +0 +0
CHA 4 -3 -3
Skills
Perception +4 , Stealth +5
Senses
Darkvision 60 ft.; Passive Perception 14
Languages
None
CR
1 (XP 200; PB +2)

Traits

Water Breathing. The octopus can breathe only underwater. It can hold its breath for 1 hour outside water.

Actions

Tentacles. Melee Attack Roll: +5, reach 10 ft. Hit: 10 (2d6+3) Bludgeoning damage. If the target is a Medium or smaller creature, it has the Grappled condition (escape DC 13) from all eight tentacles. While Grappled, the target has the Restrained condition.

Reactions

Ink Cloud (1/Day). Trigger: The octopus takes damage while underwater. Response: The octopus releases ink that fills a 10-foot Cube centered on itself, and the octopus moves up to its Swim Speed. The Cube is Heavily Obscured for 1 minute or until a strong current or similar effect disperses the ink.

How to run Giant Octopus

A giant octopus is a submerged ambush encounter. It has Stealth +5, Passive Perception 14, and 60 feet of swim speed that keeps it in deep water where the party can't reach. The octopus uses Tentacles to grapple at 10-foot reach, dealing 2d6+3 bludgeoning and imposing Grappled and Restrained on Medium or smaller creatures. The escape DC is 13. Its reaction, Ink Cloud, fills a 10-foot cube with obscuring ink once per day when it takes damage underwater, giving it cover to swim away.

Set the encounter with the octopus already submerged and unnoticed. The party approaches a docked boat, a coastal cave, or a reef. Use the octopus's high Stealth to make spotting difficult. When it strikes, it grabs a PC with Tentacles and swims 60 feet away, dragging the grabbed creature. Use the drowning rules, not damage. A PC being held 60 feet underwater has a problem that combat stats don't fix. The octopus doesn't care about the rest of the party; it cares about separating one target from the group.

The octopus is fragile outside grappling. 45 HP and AC 11 mean ranged attacks will hurt it badly. It relies on distance and darkness. Ink Cloud is your escape tool once or if the party brings enough damage. The octopus has Intelligence 5, which is low but not mindless. Once the fight turns, it swims to deep water and releases any grabbed creature out of spite.

Have the octopus steal something from the party as it flees. A ring, a weapon, a letter in a waterproof pouch. The recovery of that item becomes the next adventure.

Stat block from the System Reference Document 5.2.1 © Wizards of the Coast LLC, used under the Creative Commons Attribution 4.0 license.

How to use this page

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