Advanced Octopin 10
Octopin Aberration 10
LE Medium Aberration
Darkvision 60'; Listen +2, Spot +14
18 (+2 Dex, +6 Natural); Touch 12, Flat-Footed 16
65 (8 HD)
Immunity to Electricity
30 ft, Climb 30 ft
2 Claws +13/+13 (1d8+5)
5 ft x 5 ft/10 ft.
Rend (2d8+7), Slowing Gaze (Will DC 19)
Str 20, Dex 14, Con 15, Int 8, Wis 10, Cha 15
Ability Focus (Slowing Gaze), Alertness, Improved Initiative, Weapon Focus (Claw)
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.