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SYSTEM REFERENCE DOCUMENT 3.5

 
CELESTIAL OCTOPUS

 

Small Magical Beast (Augmented Animal, Extraplanar) (Aquatic)

Hit Dice:

2d8 (9 hp)

Initiative:

+3

Speed:

20 ft. (4 squares), swim 30 ft.

Armor Class:

16 (+1 size, +3 Dex, +2 natural), touch 14, flat-footed 13

Base Attack/Grapple:

+1/+2

Attack:

Arms +5 melee (0)

Full Attack:

Arms +5 melee (0) and bite +0 melee (1d3)

Space/Reach:

5 ft./5 ft.

Special Attacks:

Improved grab, smite evil

Special Qualities:

Ink cloud, jet, low-light vision, darkvision 60ft, resistance to acid 5 cold 5 and electricity 5, spell resistance 7

Saves:

Fort +3, Ref +6, Will +1

Abilities:

Str 12, Dex 17, Con 11, Int 3, Wis 12, Cha 3

Skills:

Escape Artist +13, Hide +11, Listen +2, Spot +5, Swim +9

Feats:

Weapon Finesse

Environment:

Any Good-aligned plane

Organization:

Solitary

Challenge Rating:

1

Alignment:

Always good (any)

Advancement:

3–6 HD (Medium)

Level Adjustment:

+2

These bottom-dwelling sea creatures are dangerous only to their prey. If disturbed, they usually try to escape.

Combat

Improved Grab (Ex): To use this ability, an octopus must hit an opponent of any size with its arms attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and automatically deals bite damage.

Ink Cloud (Ex): An octopus can emit a cloud of jet-black ink 10 feet high by 10 feet wide by 10 feet long once per minute as a free action. The cloud provides total concealment, which the octopus normally uses to escape a losing fight. All vision within the cloud is obscured.

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, but does not provoke attacks of opportunity while jetting.

Skills: An octopus can change colors, giving it a +4 racial bonus on Hide checks. An octopus also can squeeze and contort its body, giving it a +10 racial bonus on Escape Artist checks. An octopus has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

Smite Evil (Su): Once per day a celestial creature can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against an evil foe. -- In this case +2.

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