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Giant OctopusCreature 8


Huge​Animal​Aquatic​
Source Pathfinder Monster Core
Perception +15 (low light vision)
Languages none
Skills Acrobatics +17, Athletics +20, Stealth +17
Str +6, Dex +3, Con +4, Int -4, Wis +3, Cha -2

AC 27; Fort +16; Reflex +17; Will +15;
HP 135
Speed 15 feet (swim 40 feet)
Resistances Cold 10

Arm One Action +20 (+16, +12) to hit (agile, reach 15) 2d8+9 Bludgeoning
Beak One Action +20 (+15, +10) to hit (unarmed) 2d8+9 Piercing

Compression

A giant octopus can move through a gap at least 2 feet wide without Squeezing, and can Squeeze through a gap at least 1 foot wide.

Constrict One Action

(1d8+9) bludgeoning, DC 26 fortitude


The monster deals the listed amount of damage to any number of creatures Grabbed or Restrained by it. Each of those creatures can attempt a basic Fortitude save with the listed DC.

Giant Octopus Venom (poison)

Saving Throw DC 26 fortitude


Maximum Duration 6 rounds

Stage 1 2d6 poison damage and Off-Guard (1 round)

Stage 2 2d6 poison damage, Clumsy 1, and off-guard (1 round)

Stage 3 2d6 poison damage, Clumsy 2, and off-guard (1 round)

Ink Cloud One Action

The octopus emits a cloud of black ink in a 30-foot emanation. This cloud has no effect outside of water. Creatures inside the cloud are Undetected and can't use their sense of smell. The cloud dissipates after 1 minute.

The octopus can't use Ink Cloud again for 2d6 rounds.

Jet Two Actions (move)

The octopus moves up to 200 feet in a straight line through the water without triggering reactions.

Writhing Arms Two Actions

The giant octopus makes up to four Strikes with different arms, each against a different target. Each attack counts separately for the octopus's multiple attack penalty, but the penalty doesn't increase the until the octopus has made all the attacks.

If the octopus subsequently uses the Grab action, it can Grab any number of creatures it hit with Writhing Arms.

Grab One Action

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.


Giant octopuses are found in the heart of deep, dark oceans. Clever and adaptable, they hunt and devour all manner of animals. Despite growing up to 16 feet long, a giant octopus can compress its body to squeeze through small gaps as long as there's room for its beak.

Giant octopuses favor shipwrecks, coral reefs, or underwater caverns as lairs, where they can take advantage of narrow confines for protection. Like their smaller kin, they're fond of adorning and decorating their lairs with found objects—many of which, in the giant octopus's case, are also magical weapons, shields, or works of art salvaged from sunken ships or fallen adventurers.


Traits

Common

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.

Animal

An 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.

Aquatic

Aquatic 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.