Fiendish Octopus

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Utagawa Kuniyoshi, 1798 - 1861 Utagawa Kuniyoshi, 1798 - 1861

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Fiendish Octopus
Size/Type Small magical beast (Aquatic, Extraplanar)
Hit Dice 2d8 (9 hp)
Initiative +3
Speed 20 ft. (4 squares), Swim 30 ft.
Armor Class 16 (+1 size, +3 Dexterity, +2 natural), 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)
Space/Reach 5 ft./5 ft.
Special Attacks Improved grab, Smite Good 1/day
Special Qualities Ink cloud, jet, Low-Light Vision, Darkvision 60 ft., Resistance to cold and fire 5, Spell Resistance 7
Saves Fort +3, Ref +6, Will +1
Abilities Strength 12, Dexterity 17, Constitution 11, Intelligence 3, Wisdom 12, Charisma 3
Skills Escape Artist +13, Hide +11, Listen +2, Spot +5, Swim +9
Feats Weapon Finesse
Environment Warm aquatic in an evil-aligned plane
Organization Solitary
Challenge Rating 1
Treasure None
Alignment Always evil (any)
Advancement 3–6 HD (Medium)
Level Adjustment

These bottom-dwelling sea creatures are dangerous only to their prey. If disturbed, they usually try to escape.

COMBAT

Smite Good (Su): Once per day the creature can make a normal melee attack to deal extra damage equal to its HD total (maximum of +20) against a good foe.

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.

Notes

* This monster is an Octopus with the Fiendish Creature template added to it.
* This monster can be summoned using the spell Summon Monster I.

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