Fiendish Octopus (3.5e Creature)

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Fiendish Octopus
Size/Type: Small Magical Beast (Aquatic, Extraplanar)
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 Good 1/day
Special Qualities: Ink cloud, jet, low-light vision, Darkvision 60 ft., Resistance to cold and fire 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: Warm aquatic in an evil-aligned plane
Organization: Solitary
Challenge Rating: 1
Treasure: None
Alignment: Always evil (any)
Advancement: 3–6 HD (Medium)
Level Adjustment:
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These bottom-dwelling sea creatures are dangerous only to their prey. If disturbed, they usually try to escape.

COMBAT

Smite Good (Su): Once per day the creature can make a normal melee attack to deal extra damage equal to its HD total (maximum of +20) against a good foe.

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.

Notes

SEE WIKIPEDIA ENTRY: Octopus



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