Blue-Ringed OctopusCreature 0
Source Pathfinder Bestiary 2
Perception +6 (low light vision)
Languages none
Skills Athletics +6, Stealth +7
Str +0, Dex +3, Con +1, Int -4, Wis +3, Cha +0
AC 16; Fort +3; Reflex +9; Will +6;
HP 15
Speed 0 feet (swim 25 feet)
Resistances Cold 2
Beak
+7 (+2, -3) to hit (finesse, unarmed) 1d6 PiercingBlue-Ringed Octopus Venom (poison)
Saving Throw DC 17 fortitude
Maximum Duration 6 rounds
Stage 1 1d4 poison damage (1 round)
Stage 2 1d6 poison damage (1 round)
Stage 3 1d6 poison damage and Paralyzed (1 round)
CamouflageThe blue-ringed octopus can change the color of its skin to [/act hide] even if it doesn't have cover.
Jet
The blue-ringed octopus moves up to 60 feet in a straight line through the water without triggering reactions.
Toxic Bite
(virulent)Requirements The blue-ringed octopus has a creature Grabbed
Effect The blue-ringed octopus makes a beak Strike against the grabbed creature. If it hits, it injects additional poison, causing its venom to gain the virulent trait.
Grab
Requirements The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature Grabbed or Restrained
Effect If used after a Strike, the monster attempts to [/act grapple] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.
The monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn.
While relatively small, the blue-ringed octopus is particularly venomous for its size.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
AnimalAn animal is a creature with a relatively low intelligence. It typically doesn't have an Intelligence attribute modifier over –4, can't speak languages, and can't be trained in Intelligence-based skills.
AquaticAquatic creatures are at home underwater. Their bludgeoning and slashing unarmed Strikes don't take the usual –2 penalty for being underwater. Aquatic creatures can breathe water but not air.