b'Blood Sea Mutant Octopus \n'b'  Medium   aberration ,  chaotic evil\n'b' STATS STR: 4 (-3) DEX:  17 (+3)  CON:  11 (+0)  INT:  9 (-1)  WIS:  12 (+1)  CHA:  4 (-3)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     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  Languages  \xe2\x80\x93  Challenge  1 (200 XP) \n'b' Special Traits \n'b'   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. \n'b'  Underwater Camouflage . The octopus has advantage on  Dexterity  ( Stealth ) checks made while underwater. \n'b'  Water Breathing . The octopus can breathe underwater. \n'b'  Actions \n'b'   Deadly Maw .  Melee Weapon Attack : +5 to hit, reach 5 ft., one target.  Hit : 12 (2d8 + 3) slashing damage. \n'b'  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\xe2\x80\x99t use its tentacles on another target. \n'b'  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. \n'b'  Tactics \n'b' 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.'