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Reef OctopusCreature 1


SmallAnimalAquatic
Source Pathfinder Bestiary 2
Perception +7 (low light vision)
Languages none
Skills Athletics +6, Stealth +9
Str +1, Dex +4, Con +1, Int -4, Wis +1, Cha +0

AC 17; Fort +6; Reflex +9; Will +7;
HP 20
Speed 10 feet (swim 30 feet)
Resistances Cold 3

Beak One Action +9 (+4, -1) to hit (finesse, unarmed) 1d10+1 Piercing
Arm One Action +9 (+5, +1) to hit (agile, finesse) 1d6+1 Bludgeoning

Camouflage

The reef octopus can change the color of its skin to [/act hide] even if it doesn't have cover.

Ink Cloud One Action

The reef octopus emits a cloud of dark-brown ink in a 10-foot emanation. This cloud has no effect outside of water. Creatures inside the cloud are Hidden 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

The reef octopus moves up to 80 feet in a straight line through the water without triggering reactions.

Reef Octopus Venom (poison)

Saving Throw DC 17 fortitude

Maximum Duration 6 rounds

Stage 1 1d4 poison damage and Off-Guard (1 round)

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

Stage 3 1d8 poison damage and Off-Guard (1 round)

Writhing Arms Two Actions

The reef octopus makes up to four arm Strikes with different arms, each against a different target. These attacks count toward the octopus's multiple attack penalty, but the multiple attack penalty doesn't increase until after it makes all of its attacks.

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.


The common reef octopus is a risky but valuable catch for coastal fishers.


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.