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Advanced Octopin 10

Octopin Aberration 10
LE Medium Aberration
Init +6; Senses Darkvision 60'; Listen +2, Spot +14

AC 18 (+2 Dex, +6 Natural); Touch 12, Flat-Footed 16
hp 65 (8 HD)
Immune Immunity to Electricity
Fort +5, Ref +5, Will +7
Speed 30 ft, Climb 30 ft
Melee 2 Claws +13/+13 (1d8+5)
Space/Reach 5 ft x 5 ft/10 ft.
Base Atk +7; Grp +13
Atk Options Rend (2d8+7), Slowing Gaze (Will DC 19)
Penetrating Sight

Abilities Str 20, Dex 14, Con 15, Int 8, Wis 10, Cha 15
Feats Ability Focus (Slowing Gaze), Alertness, Improved Initiative, Weapon Focus (Claw)
Skills Climb +15, Listen +2, Search +6, Spot +14
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 19 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.

CR 7

Encounter Treasure

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Race keywords: Octopin
Class keywords:
Sourcebooks: Dungeon Magazine: 127, Monster Manual, Player's Handbook

— Contributed by Guild Lieutenant Guildmaster

 

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