Octopus |
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2d8 (9 hp) |
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+3 |
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20 ft. (4 squares), swim 30 ft. |
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16 (+1 size, +3 Dex, +2 natural), touch 14, flat-footed 13 |
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+1/+2 |
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Arms +5 melee (0) |
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Arms +5 melee (0) and bite +0 melee (1d3) |
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5 ft./5 ft. |
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Ink cloud, jet, low-light vision |
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Fort +3, Ref +6, Will +1 |
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Str 12, Dex 17, Con 11, Int 2, Wis 12, Cha 3 |
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Escape Artist +13, Hide +11, Listen +2, Spot +5, Swim +9 |
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Warm aquatic |
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Solitary |
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1 |
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3-6 HD (Medium) |
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- |
These bottom-dwelling sea creatures are dangerous only to their prey. If disturbed, they usually try to escape.
Improved Grab (Ex): To use this ability, an octopus must hit an opponent of any size with its arms attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and automatically deals bite damage.
Ink Cloud (Ex): An octopus can emit a cloud of jet-black ink 10 feet high by 10 feet wide by 10 feet long once per minute as a free action. The cloud provides total concealment, which the octopus normally uses to escape a losing fight. All vision within the cloud is obscured.
Jet (Ex): An octopus can jet backward once per round as a full-round action, at a speed of 200 feet. It must move in a straight line, but does not provoke attacks of opportunity while jetting.
Skills: An octopus can change colors, giving it a +4 racial bonus on Hide checks. An octopus also can squeeze and contort its body, giving it a +10 racial bonus on Escape Artist checks. An octopus has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.