Octopin
Octopin Aberration 8
LE Medium Aberration
Init +6;
Senses Darkvision 60'; Listen +2, Spot +13
AC 18 (+2 Dex, +6 Natural); Touch 12, Flat-Footed 16
hp 52 (8 HD)
Immune Immunity to Electricity
Fort +4,
Ref +4,
Will +6
Speed 30 ft, Climb 30 ft
Melee 2 Claws +11/+11 (1d8+5)
Space/Reach 5 ft x 5 ft/10 ft.
Base Atk +6;
Grp +11
Atk Options Rend (2d8+7), Slowing Gaze
Penetrating Sight
Abilities Str 20, Dex 14, Con 15, Int 8, Wis 10, Cha 15
Feats Ability Focus (Slowing Gaze), Alertness, Improved Initiative
Skills , Climb +15, Listen +2, Search +5, Spot +13
Rend (Ex) -- If an octopin hits with both tentacle claw attacks, it latches onto the opponent's body and tears the flesh. This attack automatically deals an additional 2d8+7 points of damage
Slowing Gaze (Su) -- Slow for 1d6 rounds, 30 feet, Will DC 18 negates. The save DC is Charisma-based.
Penetrating Sight (Su) -- An octopin can see through up to 2 feet of wood, 6 inches of stone or metal, and 1 inch of lead as if it were only a ghostly image. Octopins are immune to visual figments (such as
major image) and glamers (such as
invisibility). It still requires line of effect to a target in order to utilize its slowing gaze.