Octopus (D&D Animal)
Unofficial rules compendium | |
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This writeup is based on the one in Monster Manual, page 276, adjusted for tiny size.
Size/Type: Tiny Animal (Aquatic)
Hit Dice: 1d8 (4 hp)
Initiative: +5
Speed: 20 ft. (4 squares), swim 30 ft. (6 squares)
Armor Class: 18 (+2 size, +4 Dex, +2 natural), touch 16, flat-footed 14
Base Attack/Grapple: +0/-4
Attack: Arms +6 melee (0)
Full Attack: Arms +6 melee (0) and bite +1 melee (1d2-1)
Space/Reach: 2 1/2 ft./0 ft.
Special Attacks: Improved grab
Special Qualities: Ink cloud, jet, low-light vision, hold breath
Saves: Fort +3, Ref +6, Will +1
Abilities: Str 8, Dex 19, Con 11, Int 2, Wis 12, Cha 3
Skills: Escape Artist +14, Hide +16, Listen +2, Spot +5, Swim +7
Feats: Weapon Finesse
These bottom-dwelling sea creatures are dangerous only to their prey. If disturbed, they usually try to escape.
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. It can use either Strength or Dexterity for grapple tests.
Ink Cloud (Ex) An octopus can emit a cloud of jet-black ink 5 feet high by 5 feet wide by 5 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. Ink Could only works underwater.
Jet (Ex) An octopus can jet backward once per round as a full-round action, at a speed of 100 feet. It must move in a straight line, but does not provoke attacks of opportunity while jetting. Jet only works underwater.
Hold breath (Ex) An octopus can hold its breath for a number of rounds equal to 8x its Constitution score before it risks drowning. For a typical octopus, this is 88 rounds, well over 8 minutes.
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.