Library / Bestiary
Octopus
CR
1.00
Animal
N
Small
HD 2
Eight tentacles, each adorned with rows of countless suckers, unfurl from the barrel-shaped body of this large-eyed creature.
Description
The octopus is a cunning animal capable of using complex tactics to get food.
Combat Stats
HP
13 (2d8+4)
AC
15, touch 14, flat-footed 12 (+3 Dex, +1 natural, +1 size)
Init
+3
Speed
20 ft., swim 30 ft., jet 200 ft.
Fort
+5
Ref
+6
Will
+1
BAB
+1
CMB
+1 (+5 grapple)
CMD
14 (can't be tripped)
- Melee
- bite +5 (1d3+1 plus poison), tentacles +3 (grab)
- Defensive Abilities
- ink cloud
- Racial Modifiers
- +8 Stealth, +10 Escape Artist
Ability Scores
str
12
+1
dex
17
+3
con
14
+2
int
2
-4
wis
13
+1
cha
3
-4
Feats
Special Abilities
Universal Monster Rules
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.
Poison
(bite)
Ex
from Universal Monster Rule
A creature with this ability can poison those it attacks. The effects of the poison, including its save, frequency, and cure, are included in the creature's description. The saving throw to resist a poison is usually a Fort save (DC 10 + 1/2 the poisoning creature's racial HD + the creature's Con modifier; the exact DC is given in the creature's descriptive text). Poisons can be removed through neutralize poison and similar effects.
Special Abilities
Ink Cloud
from text
Feats, Traits & Items
Multiattack
from Feat
The creature's secondary attacks with natural weapons take only a –2 penalty.
Weapon Finesse
from Feat
With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
Skills
Escape Artist +13, Stealth +20, Swim +9
OGL 1.0a Notice.
Pathfinder-derived Open Game Content on this page is used under the
Open Game License v1.0a and Section 15 notice.