Octopus

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Summoned Creature: Octopus
NG Small Celestial Animal
CR 1

Init +3;
Senses darkvision 60 ft., low-light vision;
Perception +1

DEFENSE

AC 15, touch 14, flat-footed 12 (+3 Dex, +1 natural, +1 size)
hp 17 (2d8+8)
Fort +7, Ref +6, Will +1
SR 6
Special Defenses Celestial - Resist cold 5, acid 5, electricity 5; Diehard

OFFENSE

Speed 20ft, swim 30 ft., jet 200 ft
Melee bite +5 (1d3+3+poison), tentacles +3 (grab)
Special Attacks Smite Evil

STATISTICS

Str 16, Dex 17, Con 18, Int 2, Wis 13, Cha 3
Base Atk +1; CMB +3 (+7 grapple); CMD 16 (can't be tripped)
Feats Multiattack, Weapon Finesse
Skills Escape Artist +13, Stealth +20, Swim +9;


SPECIAL ABILITIES

Multiattack (Combat) This creature is particularly skilled at making attacks with its natural weapons. The creature's secondary attacks with natural weapons take only a –2 penalty.
Ink Cloud (Ex) An octopus can emit a 10-foot-radius sphere of ink once per minute as a free action. The ink provides total concealment in water, and persists for 1 minute.
Jet (Ex) An octopus can jet backward once per round as a full-round action, at a speed of 200 feet. It must move in a straight line while jetting, and does not provoke attacks of opportunity when it does so.
Poison (Ex) Bite—injury; save Fort DC 13 [15]; frequency 1/round for 6 rounds; effect 1 Str; cure 1 save.
Smite evil 1/day as a swift action add CHA bonus (+0) to attack rolls and damage bonus equal to HD (+2) against evil foes; smite persists until target is dead or the celestial creature rests).
Diehard When reduced to 0 hit-points, the summoned creature is disabled, instead of dismissed. The creature may take a single move action or standard action each round (but not both, nor can he take full- round actions, but he can still take swift, immediate, and free actions). He moves at half speed. Taking move actions doesn't risk further injury, but performing any standard action (or any other action the GM deems strenuous, including some free actions such as casting a Quicken Spell spell) deals 1 point of damage after the completion of the act. The summoned creature is dismissed when hit-points equal -Con.


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