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.
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). 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.
How many giant octopuses for a fight?
A giant octopus is worth 200 XP. Using the 2024 encounter budgets (SRD 5.2), this is how many giant octopuses fit each difficulty for a party of four characters of the same level. A dash means even one would be over the budget.
Party level
Low
Moderate
High
1st
1
1
2
2nd
2
3
4
3rd
3
4
8
4th
5
7
10
5th
10
12+
12+
6th
12
12+
12+
Budgets add up every monster’s XP, so you can swap some for other creatures of the same total. Try other party sizes and mixes in the encounter calculator.
How the giant octopus compares at CR 1
Against the 24 other challenge 1 monsters in the SRD 5.1, the giant octopus has more hit points than 24 of them, which makes it one of the toughest at its CR. See every CR 1 monster.
Statistic
Giant Octopus
CR 1 average
Armor Class
11
13
Hit points
52
27
Best attack bonus
+5
+4
Giant Octopus 2024 stat block
The 2024 Monster Manual revised the giant octopus, and the SRD 5.2 carries the new stat block. What changed:
Hit points: 52 → 45.
Ability scores: INT 4 → 5.
Gone from it: Hold Breath and Underwater Camouflage.
Armor Class
11
Hit Points
45 (7d10 + 7)
Speed
10 ft., swim 60 ft.
Challenge
1 (200 XP)
STR
DEX
CON
INT
WIS
CHA
17 (+3)
13 (+1)
13 (+1)
5 (-3)
10 (+0)
4 (-3)
Senses
darkvision 60 ft., passive Perception 14
Languages
None
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.