Octopus

Small Animal (Aquatic) — CR 1

Monster Manual v.3.5 (MM), p. 2763.5
Hit Dice
2d8 (9 hp)
Initiative
+3
Speed
Swim 30 ft
Armor Class
16, touch 14, flat-footed 13
Base Attack / Grapple
+1/-2
Attack
Arms +5 melee (0)
Full Attack
Arms +5 melee (0) and bite +0 melee (1d3)
STR
12
DEX
17
CON
11
INT
2
WIS
12
CHA
3
Fort / Ref / Will
+3 / +6 / +1
Challenge Rating
1
Alignment
Always Neutral
Organization
Solitary
Treasure
None
Environment
Aquatic
Level Adjustment

Special Abilities

Improved GrabInk CloudJetLow-Light Vision

Feats

These bottom-dwelling sea creatures are dangerous only to their prey. If disturbed, they usually try to escape.

Description

These bottom-dwelling sea creatures are dangerous only to their prey. If disturbed, they usually try to escape.

Combat

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.