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Celestial Octopus

Octopus
NG Small Magical Beast (extraplanar)
Init +3; Senses Darkvision 60, Low-light Vision; Listen +2, Spot +5

AC 16 (+1 size, +3 Dex, +2 natural), touch 14, flat-footed 13
hp 9 (2 HD)
SR 7
Resist Acid, Cold and Electricity 5
Fort +3, Ref +6, Will +1
Speed 20, swim 30
Melee Arms +5 (0) and Bite +0 (1d3)
Base Atk +0; Grp +2
Atk Options Smite Evil 1/day (+2 damage)

Abilities Str 12, Dex 17, Con 11, Int 3, Wis 12, Cha 3
SQ Swim: 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.
Feats Weapon Finesse
Skills Escape Artist +13, Hide +11, Listen +2, Spot +5, Swim +9
Improved Grab: To use this ability, an octopus must hit a creature 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: 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 and all vision within the cloud is obscured.
Jet: 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.

CR 1

Encounter Treasure

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Race keywords: Celestial, Celestial, Octopus, Octopus, Octopus, Celestial
Class keywords:
Sourcebooks: Monster Manual

— Contributed by Guild Lieutenant Guildmaster

 

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