Octopus
Small Animal (Aquatic) — CR 1
- 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
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.