Advanced Octopin 12
Octopin Aberration 12
LE Medium Aberration
Init +6;
Senses Darkvision 60'; Listen +2, Spot +15
AC 19 (+2 Dex, +7 Natural); Touch 12, Flat-Footed 17
hp 90 (12 HD)
Immune Immunity to Electricity
Fort +6,
Ref +6,
Will +8
Speed 30 ft, Climb 30 ft
Melee 2 Claws +15/+15 (1d8+5)
Space/Reach 5 ft x 5 ft/10 ft.
Base Atk +9;
Grp +15
Atk Options Rend (2d8+7), Slowing Gaze (Will DC 20)
Penetrating Sight
Abilities Str 20, Dex 14, Con 16, Int 8, Wis 10, Cha 15
Feats Ability Focus (Slowing Gaze), Alertness, Improved Initiative, Improved Toughness, Weapon Focus (Claw)
Skills Climb +15, Listen +2, Search +7, Spot +15
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 20 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.