Advanced Octopin 12
Octopin Aberration 12
LE Medium Aberration
Darkvision 60'; Listen +2, Spot +15
19 (+2 Dex, +7 Natural); Touch 12, Flat-Footed 17
90 (12 HD)
Immunity to Electricity
30 ft, Climb 30 ft
2 Claws +15/+15 (1d8+5)
5 ft x 5 ft/10 ft.
Rend (2d8+7), Slowing Gaze (Will DC 20)
Str 20, Dex 14, Con 16, Int 8, Wis 10, Cha 15
Ability Focus (Slowing Gaze), Alertness, Improved Initiative, Improved Toughness, Weapon Focus (Claw)
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.