Octofolk Entangler (5e Creature)
From D&D Wiki
Medium humanoid (octofolk), lawful neutral
Amphibious. The octofolk can breathe air and water.
Octopus Telepathy. The octofolk can magically command any octopus within 120 feet of it, using a limited telepathy.
Multiattack. The octofolk makes two attacks: one with its spear and one with its tentacles.
Spear. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage, or 7 (1d8 + 3) piercing damage if used with two hands to make a melee attack.
Tentacles. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 3) bludgeoning damage, and the target is grappled (escape DC 13). Until this grapple ends, the octofolk can't use its tentacles on another target.
Net. Ranged Weapon Attack: +5 to hit, range 5/15 ft., one Large or smaller creature. Hit: The target is restrained by netting. As an action, the restrained target can make a DC 10 Strength check, bursting the net on a success. The net can also be attacked and destroyed (AC 10; hp 5; immunity to bludgeoning, poison, and psychic damage).
Ink Cloud (Recharges after a Short or Long Rest). A 10-foot-radius cloud of ink extends all around the octofolk 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 octofolk can use the Dash action as a bonus action.
Hunting as the octofolk perform it is largely a matter of grabbing prey with the tentacles and dragging it into the depths to be speared by other hunters. This strategy is quite risky to the octofolk doing the grappling, so many octofolk hunters take to carrying nets. The veterans of these hunters are very skilled in the art of grappling and with the use of nets, such that almost no foe can avoid being ensnared by the octofolk, leading to members of other races referring to them as entanglers.