Naturally Stealthy. The Druid has advantage on stealth checks. Underwater Breathing. The Druid can breathe only underwater.
Multiattack. The Druid makes 2 Venomous attacks upon reaching 5th level in Druid, 3 Venomous attacks at 11th, and 4 Venomous attacks at 17th. Venomous Bite / Sting. Melee Weapon Attack: Your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + Wisdom modifier as piercing damage plus 1d8 poison damage. Tentacles. Melee Weapon Attack: Your spell attack modifier to hit, reach 15 ft., one target. Hit: 2d6 + 3 bludgeoning damage. If the target is a creature, it is grappled (escape = spell save DC). Until this grapple ends, the target is restrained, and the Druid can't use its tentacles on another target. Ink Cloud (Recharges 6). A 20-foot-radius cloud of ink extends all around the Druid 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 Druid can use the Dash action as a bonus action.