Library / Bestiary

Decapus

CR 4.00 Aberration CE Medium HD 6
This swollen cephalopod has ten writhing tentacles and a hideously monstrous face with pale, milky eyes on its bulbous body.

Named for its resemblance to a 10-armed octopus, the strange decapus is one of many bizarre creatures that hail from the deepest caverns of the world. When they are encountered aboveground, their affinity for forests (they particularly enjoy clambering around in tangled canopies) suggests that their original source might be some strange, deep underground cavern wherein magical jungles grow.

The decapus is a fairly intelligent creature—an ambush predator that makes excellent use of its ability to weave magical visual illusions and to imitate the voices of other creatures it has heard speaking. Typical decapuses know only the Aklo tongue, but when they use their sound mimicry ability to imitate creatures speaking in other languages, they can typically form short (up to three words long) sentences even when imitating a language they don't actually know.

The decapus's physical structure most resembles that of a bloated octopus with 10 tentacles. It lacks bones and takes its shape from its rubbery, muscular flesh. Most have sickly, olive skin patched with scraggly tangles of hair, with darker blue or purple coloration around their faces and crimson or orange tips to their tentacles. These tentacles are covered with tiny suction cups and hooks, affording them great skill at climbing or clutching prey. On the ground, though, they are slow, plodding creatures that flop and wriggle relatively inefficiently. As a result, they prefer regions like forest canopies, narrow fissures, stalactite forests, or other regions where they can use their climb speed.

The decapus favors humanoid flesh over all other food; most are quite fond of gnome flesh in particular. This creature has an enormous appetite that often drives it to consume whatever food is available—the decapus is not above cannibalism when other food sources are scarce. For this reason, these monsters are largely solitary creatures, except when the urge to mate overwhelms their urge to feed. Females give birth to small litters of 2–4 live offspring. The females often need to defend them from the males, which, if left unsupervised, typically eat the newborn decapuses. The young mature rapidly, growing to full size after a mere 7 to 11 months, after which they depart to claim their own territories. Once a decapus reaches maturity, it can live to 100 years old—although their violent natures usually result in much shorter lifespans.

A typical decapus has a legspan of 8 feet and weighs 200 pounds.

HP
45 (6d8+18)
AC
16, touch 11, flat-footed 15 (+1 Dex, +5 natural)
Init
+1
Speed
10 ft., climb 30 ft.
Fort
+4
Ref
+3
Will
+5
BAB
+4
CMB
+7 (+11 grapple)
CMD
18 (can't be tripped)
Melee
bite +7 (1d6+3), tentacles +8 (2d4+3 plus grab)
Space
5 ft.
Reach
5 ft.
Racial Modifiers
+4 Perception
str
16
+3
dex
13
+1
con
15
+2
int
10
+0
wis
11
+0
cha
12
+1

constrict (2d4+4)

sound mimicry (voices)

Tentacles — A decapus's tentacles must all strike at a single target, but they do so as a primary attack.

Universal Monster Rules

Grab
Grab (tentacles) Ex from Universal Monster Rule
If a creature with this special attack hits with the indicated attack (usually a claw or bite attack), it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. The creature has the option to conduct the grapple normally, or simply to use the part of its body it used in the grab to hold the opponent. If it chooses to do the latter, it takes a –20 penalty on its combat maneuver check to make and maintain the grapple, but does not gain the grappled condition itself. A successful hold does not deal any extra damage unless the creature also has the constrict special attack. If the creature does not constrict, each successful grapple check it makes during successive rounds automatically deals the damage indicated for the attack that established the hold. Otherwise, it deals constriction damage as well (the amount is given in the creature's descriptive text). Creatures with grab receive a +4 bonus on combat maneuver checks made to start and maintain a grapple. Unless otherwise noted, grab works only against opponents no larger than the same size category as the creature. If the creature can use grab on sizes other than the default, this is noted in the creature's Special Attacks line.
Constrict (2d4+4) Ex from Universal Monster Rule
A creature with this special attack can crush an opponent, dealing bludgeoning damage, when it makes a successful grapple check (in addition to any other effects caused by a successful check, including additional damage). The amount of damage is given in the creature's entry and is typically equal to the amount of damage caused by the creature's melee attack.
Sound Mimicry (voices) Ex from Universal Monster Rule
The creature perfectly imitates certain sounds or even specific voices. The creature makes a Bluff check opposed by the listener's Sense Motive check to recognize the mimicry, although if the listener isn't familiar with the person or type of creatures mimicked, it takes a –8 penalty on its Sense Motive check. The creature has a +8 racial bonus on its Bluff check to mimic sounds (including accents and speech patterns, if a voice mimic) it has listened to for at least 10 minutes. The creature cannot duplicate the effects of magical abilities (such as bardic performance or a harpy's captivating song), though it may be able to mimic the sound of those abilities. This ability does not allow the creature to speak or understand languages it doesn't know.

Special Abilities

Tentacles from text
A decapus's tentacles must all strike at a single target, but they do so as a primary attack.

Feats, Traits & Items

Skill Focus (Bluff) from Feat

You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.

Calculated: +3 Skill Bonus
Toughness from Feat

You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).

Calculated: +3 Hp Bonus
Weapon Focus (tentacles) from Feat

You gain a +1 bonus on all attack rolls you make using the selected weapon.

Calculated: +1 Attack Bonus

Acrobatics +7 (-1 jump), Bluff +7, Climb +16, Escape Artist +5, Intimidate +7, Perception +11, Spellcraft +6, Stealth +9

spell-like abilities:
At will—Minor Image
Details
Type
Aberration
Alignment
CE
Size
Medium
Environment
temperate forests or underground
Organization
solitary or mated pair
Treasure
standard
Senses
darkvision 60 ft.; Perception +11
Languages
Aklo
Source
Bestiary 2
Source

Bestiary 2

Attribution

Seeded catalog content, attributed to Paizo Inc. by catalog provenance — not an individual Open Game License attestation. Licensing for reproduced SRD content is covered by the site's Section 15 register.

Sources Used in This Record
4 House/Core
  • Uses feat: Skill Focus (Feat) — core content under OGL 1.0a
  • Uses feat: Toughness (Feat) — core content under OGL 1.0a
  • Uses feat: Weapon Focus (Feat) — core content under OGL 1.0a
  • Knows spell: Minor Image (Spell) — core content under OGL 1.0a
View references and cross-links for Decapus

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