16 (natural armor)
85 (10d10 + 30)
20 ft., swim 50 ft.
Perception +4, Stealth +4
charmed, paralyzed, poisoned
blindsight 60 ft.
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4
While out of water, the coroctopus can hold its breath for 2 hours.
The coroctopus has advantage on Dexterity (Stealth) checks made while underwater or anywhere near coral or rocks.
The coroctopus can breathe only underwater.
The coroctopus makes two attacks with its tentacles.
Melee Weapon Attack: +6 to hit, reach 15 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage. If the target is a creature, it is also grappled (escape DC 17). Until the grapple ends, the target is restrained, and the coroctopus can't use its tentacles on another target.