Running a Giant Octopus fight this week? Loreify records your session and writes the recap, including every monster, NPC and loot drop your party ran into.
Giant Octopus 5e: Stats, Ink Cloud and the Underwater Grapple
The giant octopus is a CR 1 Large Beast with AC 11, 52 hit points (45 in the 2024 rules), a 60-foot swim speed and a single attack that matters: Tentacles, which deal 10 bludgeoning damage and grab the target, leaving it Restrained. Its second trick is Ink Cloud, a burst of ink that blinds everyone nearby so it can escape. On land it crawls at 10 feet and is close to harmless. In water it picks one victim, holds on, and drags them somewhere the party can't follow. The 2024 version shortens its reach from 15 to 10 feet, drops the escape DC from 16 to 13, and turns Ink Cloud into a reaction it uses when hurt.
Your players will remember this fight. Will you? Loreify turns your session audio into notes, NPC lists and quotes in 5-10 minutes.
Giant Octopus Stat Block (2014)
The 2014 giant octopus from SRD 5.1:
Giant Octopus
Large beast, unaligned
Armor Class 11
Hit Points 52 (8d10+8)
Speed 10 ft., swim 60 ft.
STR
17 (+3)
DEX
13 (+1)
CON
13 (+1)
INT
4 (−3)
WIS
10 (+0)
CHA
4 (−3)
Skills Perception +4, Stealth +5
Senses darkvision 60 ft., passive Perception 14
Languages —
Challenge 1 (XP 200; PB +2)
Traits
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.
Stat block from the SRD 5.1 (2014 rules) by Wizards of the Coast, licensed under CC-BY-4.0. Check an encounter with this monster in the encounter calculator.
Three numbers carry this stat block. Reach 15 feet lets it grab a character standing on a pier or leaning over a boat's rail while it stays below the surface. Escape DC 16 is high for a CR 1 creature: a level 1 fighter with Athletics +5 breaks free on an 11 or better, half the time, and a wizard with Strength 8 needs a 17 on Athletics (or a 14 with Acrobatics +2). Stealth +5 with Advantage underwater (Underwater Camouflage) means it usually gets the first grab before anyone knows it's there.
Its weak point is everything else. AC 11 is easy to hit, it has no resistances, and out of water its 10-foot walking speed makes it a sitting target. It can survive an hour on land (Hold Breath), but it has no reason to be there.
The Giant Octopus in the 2024 Rules
SRD 5.2.1 keeps the CR, AC and damage but reworks both of the octopus's signature moves.
Giant Octopus
Large Beast, Unaligned
Armor Class 11
Initiative +1 (11)
Hit Points 45 (7d10 + 7)
Speed 10 ft., swim 60 ft.
STR
17 (+3)save +3
DEX
13 (+1)save +1
CON
13 (+1)save +1
INT
5 (−3)save −3
WIS
10 (+0)save +0
CHA
4 (−3)save −3
Skills Perception +4, Stealth +5
Senses Darkvision 60 ft.; Passive Perception 14
Languages None
Challenge 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.
Stat block from the SRD 5.2.1 (2024 rules) by Wizards of the Coast, licensed under CC-BY-4.0. Check an encounter with this monster in the encounter calculator.
2014 Giant Octopus
2024 Giant Octopus
HP
52 (8d10 + 8)
45 (7d10 + 7)
Tentacle reach
15 ft.
10 ft.
Grapple
Any creature, escape DC 16
Medium or smaller only, escape DC 13
Ink Cloud
Action, 20-ft-radius cloud, then Dash as a bonus action; recharges on a short or long rest
Reaction when it takes damage underwater, 10-ft Cube, then it moves up to its swim speed; 1/Day
Underwater Camouflage
Yes (Advantage on Stealth underwater)
Removed (Stealth +5 flat)
Int
4
5
What that means at the table:
•Breaking free is easier. At DC 13, the Athletics +5 fighter escapes on an 8 or better (65%) and the Strength 8 wizard on a 14 (35%), up from 20%. A grabbed character is no longer stuck for three or four rounds.
•Large characters are safe from the grab. The 2024 tentacles only grapple Medium or smaller creatures. A druid in a Large beast form or an enlarged fighter takes the 10 damage and stays free.
•Ink Cloud no longer costs its turn. The 2014 octopus spends its action on ink and runs. The 2024 octopus attacks normally, and the first time someone hurts it underwater it releases ink for free and swims 60 feet. It can attack, get hit, vanish and still have its next turn.
How the Giant Octopus Fights
The octopus has one attack per turn, so its whole plan revolves around who it grabs. Play it as an ambusher that wants one meal, not a brawler that wants to win.
Open from hiding. In murky water, the 2014 octopus rolls Stealth with Advantage (average about 19 with +5), which beats the passive Perception of nearly any low-level party. The 2024 octopus averages 15.5. Either way, start it hidden and give its first Tentacles attack Advantage.
Pick the weakest grappler. The tentacles hit for 10 and Restrain the target. Restrained creatures can't move and attack with Disadvantage. The octopus wants the cleric or wizard, whose Athletics is poor, not the fighter. Against AC 16 its +5 attack hits half the time; against a Restrained target it attacks with Advantage and hits 75% of the time, so a held character takes about 7.5 damage a round until they escape.
Drag the catch away. A grappler can move while holding its target. Moving a Medium creature costs the octopus extra movement (half speed in 2014, 1 extra foot per foot in 2024), so it still swims 30 feet a round with a character in tow. Two rounds later the victim is 60 feet away, in deeper water, past the reach of the party's torchlight. The octopus has darkvision out to 60 feet. Most of the party doesn't.
Use the ink to leave, not to fight. Inside the cloud the octopus is as blind as everyone else, so the ink is an exit, not an attack. In 2014, drop the cloud when the octopus is bloodied (26 HP or less), then Dash as a bonus action: 120 feet on its own, or 60 feet dragging a Medium victim. In 2024 the reaction triggers on damage, moves it 60 feet and leaves a 10-foot cube of darkness between it and its attackers.
Don't drown people by accident. Being held underwater doesn't start suffocation. A character can hold their breath for 1 + Constitution modifier minutes (minimum 30 seconds), so a Con 14 character has 3 minutes, 30 rounds. Drowning matters in long chases, or if you rule that a surprised character didn't get a breath in. Tell the table which ruling you're using before the fight.
Running a Giant Octopus Encounter
One giant octopus is 200 XP. Under the 2024 budget per character (SRD 5.2.1):
Party of 4 at level
Low
Moderate
High
One giant octopus is
1
200
300
400
Low
2
400
600
800
Low (200 of the 400 budget)
3
600
900
1,600
Low (200 of the 600 budget), a minor fight on paper
The budget assumes a fair fight. Underwater, nothing is fair. Characters without a swim speed attack with Disadvantage unless they use the right weapon (2014: dagger, javelin, shortsword, spear or trident; 2024: any weapon that deals Piercing damage), ranged attacks also take Disadvantage, and fire damage is resisted. Treat an octopus fight in deep water as one difficulty step harder than the budget says. Run the numbers in the encounter calculator (it uses the 2014 Dungeon Master's Guide guidelines).
Good fits:
•Level 1-2: one octopus under a dock or in a flooded cellar. The threat is losing a party member, not a wipe.
•Level 3-4: two octopuses, or one guarding a wreck alongside a hunter shark. Each octopus grabs a different character, and the party has to split up to help.
•Higher levels: use it as a hazard inside a bigger underwater fight with sahuagin rather than as the main event.
How Players Beat a Giant Octopus
•Fight on the surface or out of the water. Out of water it moves 10 feet a round. Characters on a ship's deck can pin it at the hull with spears and arrows while it has nowhere to hide.
•Bring the right weapons. Spears, tridents, daggers and shortswords (any Piercing weapon in 2024) ignore the underwater melee penalty. In 2014, crossbows, nets and thrown spears or javelins also avoid the ranged Disadvantage within normal range.
•Don't count on fire. Anything fully underwater resists fire damage, so the wizard's fire cantrip deals half. Thunder, lightning, cold and force are full damage. Thunderwave works fine underwater.
•Free the grabbed character by hurting the octopus. It has no reaction to protect itself in 2014, and 52 HP at AC 11 goes down quickly once three characters focus it. In 2024, the first hit triggers its ink escape, so make that first hit count or ready a second attack.
•Use beast-only magic.Dominate Beast works in both editions. Animal Friendship fails against the 2014 octopus (Intelligence 4 or higher) but works against the 2024 one, which has no Intelligence cap.
•Light the water. The Darkvision spell or any light source stops the octopus from dragging a friend somewhere no one can see, though nothing sees through the ink.
Giant Octopus as a Wild Shape Form
The giant octopus is CR 1 with a swim speed, so druids reach it at level 8 in both editions. The swim speed isn't the limit: 2014 druids can take swimming forms from level 4, and 2024 Wild Shape never restricts swim speeds. The CR 1 cap arrives at level 8 in both.
•2014: you take the octopus's 52 hit points as a buffer, plus 15-foot reach and an escape DC 16 grapple. For a level 8 druid, it's a strong underwater form: grab an enemy and hold it while the party works.
•2024: you keep your own hit points and gain temporary hit points equal to your druid level, so the octopus's 45 HP don't matter. You get the 10-foot grapple (escape DC 13), the 60-foot swim speed and a once-a-day ink escape.
The ordinary octopus is the CR 0 version, small enough to scout a wreck.
Giant Octopus Encounter Ideas
The fishing village tithe. Fishermen at a small harbor have lost two net-menders this month, each pulled off the same pier at dusk. A giant octopus lives under the pilings, where the boards are 10 feet above the waterline: exactly in reach for 2024 tentacles, comfortable for the 2014 15-foot reach. The village elder has been throwing the catch's best fish off the pier to keep it fed, and wants the party to kill it quietly before anyone asks why the tithe stopped working.
The flooded vault. The treasure room of a sunken temple is 15 feet underwater. The lever that drains it sits in a niche on the far wall, and the octopus nests in the niche. The first person to reach the lever gets grabbed from hiding, with Advantage, and anyone who swims in after them is fighting a Restrained friend's captor in the dark. Draining the room strands the octopus at 10 feet of speed, which turns a scary fight into an easy one if the party figures it out.
Low tide. A sea cave is only walkable for an hour at low tide. A giant octopus is trapped in a deep tide pool in the middle of it, cut off from open water but still fully submerged. The path runs within 10 feet of the pool, and the octopus grabs anyone who walks within reach, dragging them into water it can still hide in. The party has to cross before the water comes back, and when it does the octopus is free and the cave floods.
Frequently Asked Questions
What CR is a giant octopus in 5e?
The giant octopus is CR 1 (200 XP) in both the 2014 and 2024 rules. It has AC 11 and 52 hit points in 2014, 45 in 2024.
How do you escape a giant octopus's grapple?
Use your action for a Strength (Athletics) or Dexterity (Acrobatics) check against the escape DC: 16 for the 2014 octopus, 13 for the 2024 one. You can also escape by having an ally kill or incapacitate the octopus, which ends the grapple.
How does the giant octopus's Ink Cloud work?
In 2014 it's an action, usable once per short or long rest, that fills a 20-foot radius around the octopus with ink (Heavily Obscured for 1 minute), after which it can Dash as a bonus action. In 2024 it's a once-a-day reaction when the octopus takes damage underwater: a 10-foot cube of ink, then the octopus swims up to 60 feet.
Can a giant octopus grapple more than one creature?
No. In 2014 it can't use its tentacles on another target while grappling, and in 2024 the target is held by all eight tentacles. It can keep attacking the creature it already holds.
Can a giant octopus leave the water?
Yes, for up to an hour, holding its breath. On land it has a 10-foot speed, so it rarely leaves the water by choice.
What level can a druid Wild Shape into a giant octopus?
Level 8 in both the 2014 and 2024 rules, because it is a CR 1 beast.
Stat blocks: System Reference Document 5.1 (2014) and 5.2.1 (2024), Wizards of the Coast, CC-BY-4.0. Tactics, encounter math and ideas are Loreify's own.
This page includes material from the System Reference Document 5.1 and 5.2.1 by Wizards of the Coast LLC, available under the Creative Commons Attribution 4.0 International License. Loreify is not affiliated with Wizards of the Coast.