QuorocCreature 15
Source Pathfinder #220: Crypt of Runes
Perception +27 (low light vision)
Languages none
Skills Acrobatics +27, Athletics +31, Stealth +29
Str +8, Dex +6, Con +6, Int -4, Wis +4, Cha -2
AC 37; Fort +27; Reflex +29; Will +23;
HP 270
Speed 20 feet (swim 30 feet)
Resistances Cold 15
Arm
+29 (+25, +21) to hit (agile, reach 10) 3d10+14 BludgeoningBeak
+29 (+24, +19) to hit (unarmed) 3d12+14 PiercingCompression
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
(2d10+14) bludgeoning, DC 36 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.
Quoroc Toxin (poison)Saving Throw DC 36 fortitude
Maximum Duration 6 rounds
Stage 1 3d8 poison damage and Clumsy 1 (1 round)
Stage 2 3d8 poison damage and Clumsy 2 (1 round)
Stage 3 3d8 poison damage and Paralyzed 1 (1 round)
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.
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
A rules element with this trait is one-of-a-kind. The DC of Recall Knowledge checks related to creatures with this trait is increased by 10.
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.