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.

The octopus is a cunning animal capable of using complex tactics to get food.

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
str
12
+1
dex
17
+3
con
14
+2
int
2
-4
wis
13
+1
cha
3
-4

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.

Escape Artist +13, Stealth +20, Swim +9

Details
Type
Animal
Alignment
N
Size
Small
Environment
temperate or cold ocean
Organization
solitary
Treasure
none
Senses
low-light vision; Perception +1
Source
Bestiary
Source

Bestiary

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
1 House/Core 1 Recognized publisher
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