QuoppopakCreature 11
Source Pathfinder Bestiary 2
Perception +22 (low light vision)
Languages Thalassic
Skills Acrobatics +23, Athletics +22, Stealth +23
Str +7, Dex +6, Con +5, Int -2, Wis +5, Cha +0
AC 31; Fort +22; Reflex +23; Will +18;
HP 195
Speed 15 feet (swim 40 feet)
Beak
+24 (+19, +14) to hit (reach 10, unarmed) 3d8+13 PiercingTentacle
+24 (+20, +16) to hit (agile, reach 15, unarmed) 2d8+13 BludgeoningVentral Tube
+24 (+19, +14) to hit (reach 10) 2d6+13 Slashing + 1d6 BleedWater Jet
+23 (+18, +13) to hit (water) 2d6+13 BludgeoningAttack of Opportunity (Tentacle Only)

Tentacle only
Trigger A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.
Effect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.
Flooding Thrust
Requirements The quoppopak's ventral tube is in water
Effect The quoppopak uses Tentacle Stab against a creature within reach; if either of these Strikes hits, the creature must attempt a DC 30 reflex save. On a failed save, the quoppopak shoots water through its tentacles into the creature, dealing (2d6+5) bludgeoning damage and making the creature Sickened 1 as its internal organs fill with water (double damage and Sickened 2 on a critical failure).
Tentacle Stab
Frequency once per round
Effect The quoppopak makes two tentacle Strikes against the same creature. These Strikes deal piercing damage instead of bludgeoning, and the quoppopak can't Grab with them. Its multiple attack penalty doesn't increase until after both attacks.
Water GlideThe quoppopak can stand and move on the surface of water or other liquids without falling through. It can go underwater if it wishes, but it must Swim to do so.
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.
Push
Requirements The monster's last action was a successful Strike that lists Push in its damage entry
Effect The monster attempts to [/act shove] the creature. This attempt neither applies nor counts toward the monster's multiple attack penalty. If Push lists a distance, change the distance the creature is pushed on a success to that distance.
Quoppopaks combine the most terrifying aspects of water striders, octopuses, and vampire bats into one evil, water-dwelling monster. Their bodies consist of an oval abdomen, eight hollow tentacles, and a thick, tail-like limb ending in a ventral tube, which resembles a lamprey's mouth and is capable of intaking fluids at an astounding rate. While quoppopaks can clumsily maneuver on land, they prefer to move on water; quoppopaks glide along the surface of lakes or the ocean by thrusting their ventral tubes into the water, cycling liquid up through their bodies, then spraying the water back out in a high-pressure stream through their hollow, spear-like tentacles. Though the ventral tube can't expel fluids, it still poses a substantial threat to other creatures. Quoppopaks have gills, but they are located inside the creatures' abdomens, allowing them to draw their air from the water they siphon through their ventral tubes. Quoppopaks can hold some water in their abdomens for quick forays on land, but this is akin to humans holding their breath to go underwater, and the monsters' water reserves quickly deplete.
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.
AberrationAberrations are creatures from beyond the planes or corruptions of the natural order.
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.