b'Mechanical Octopus \n'b'  Small   construct ,  unaligned  \n'b'  Armor Class  12 (natural armor)  Hit Points  3 (1d6)  Speed  20 ft., climb 10 ft., swim 40 ft.\n'b' STATS STR: 2 (-4) DEX:  15 (+2)  CON:  11 (+0)  INT:  4 (-3)  WIS:  10 (+0)  CHA:  4 (-3)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Skills   Sleight of Hand  +4  Damage Immunities  poison, psychic  Condition Immunities   charmed ,  exhaustion ,  frightened ,  poisoned   Senses   darkvision  60 ft., passive  Perception  10  Languages  understands the languages of its creator but can\xe2\x80\x99t speak  Challenge  ? (25 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Transform . A creature attuned to the mechanical octopus can speak its command word to cause the octopus to transform into any artisan\xe2\x80\x99s tools or thieves\xe2\x80\x99 tools or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn\xe2\x80\x99t transformed. While in tool form, the octopus can\xe2\x80\x99t take any  actions  or  reactions . \n'b'  Synthesize . The octopus can synthesize various compounds and reagents. It can consume a flask of oil during a long rest to produce a vial of acid, a vial of basic poison, a vial of rare ink, or a flask of alchemist\xe2\x80\x99s fire. These compounds are unstable and lose their potency within eight hours. \n'b'\n'b' ACTIONS \n'b'\n'b'  Tentacles (true Form Only) .  Melee Weapon Attack : +2 to hit, reach 5 ft., one target.  Hit : 4 (1d4 + 2) bludgeoning damage. 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'  Obscuring Cloud (recharge short or long Rest) . A 5-foot-radius cloud of chemicals extends all around the octopus, as ink if it is underwater or smoke otherwise. The area is heavily obscured for 1 minute, although a significant current or wind can disperse the cloud. \n'b'\n'b' ABOUT \n'b' Mechanical octopuses are marvels of engineering, allowing  gnome  tinkers to travel with all the tools of their workshop at their fingertips. Although these constructs are capable of travel in most types of terrain, mechanical octopuses seem to favor being carried by their creators, often latching onto them like a backpack or belt. \n'b'  All-in-one . Mechanical octopuses are built to have the tool for any job. Each of its eight mechanical arms, as well as its head, contain countless instruments, containers, ingredients, and other miscellanea that could be found in various artisans\xe2\x80\x99 toolkits. Mechanical octopuses and their contents are largely waterproof, wear-resistant, and unmarred by the natural aging of their materials. Although favored by the gnomes, even stubborn dwarven smiths and tinkers are fond of mechanical octopuses as well. \n'b'  Tinker\xe2\x80\x99s Assistant . Mechanical octopuses kept in use for long enough often end up displaying greater intelligence than they were originally designed with, showing anticipatory preparation for the needs of their creators. Some mechanical octopuses will even continue their creator\xe2\x80\x99s work after they have died. \n'b' The intelligence of these constructs is threatening to some  gnome  tinkers, and there is a fringe group of gnomes in the Under Dark that believe all of the mechanical octopuses and their blueprints should be destroyed, lest their artificial intellect grow beyond the control of the tinkers themselves.'