OctopusCR 1

Small Animal (Aquatic)

Init +3; Senses low-light vision; Listen +2, Spot +5

Languages

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

hp 9 (2 HD)

Fort +3, Ref +6, Will +1

Speed 20 ft., swim 30 ft.

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

Space 5 ft.; Reach 5 ft.

Base Atk +1; Grp +2

Atk Options improved grab

Special Actions ink cloud, jet

Abilities Str 12, Dex 17, Con 11, Int 2, Wis 12, Cha 3

Feats Weapon Finesse

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

Advancement 3-6 HD (Medium)

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.