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Riptide Octopus SwarmCreature 0


LargeAnimalAquaticSwarm
Source Pathfinder #216: The Acropolis Pyre
Perception +6 (low light vision)
Languages none
Skills Acrobatics +6, Athletics +5, Stealth +6, Thievery +4
Str +2, Dex +3, Con +3, Int -4, Wis +3, Cha +0

AC 16; Fort +8; Reflex +7; Will +4;
HP 14
Speed 15 feet (swim 30 feet)
Immunities precision, swarm mind
Weaknesses Area Damage 3, Splash Damage 3
Resistances Physical 5

Camouflage

In wet environments like open water, tide pools, and even wet ship decks, a riptide octopus swarm can [/act hide] and [/act sneak] without cover or being Concealed.

Compression

A riptide octopus swarm can move through a gap at least 6 inches wide without Squeezing and can Squeeze through a gap at least 1 inch wide.

Swarming Bites One Action

Each enemy in the swarm's space takes 1d4 piercing damage and must attempt a DC 16 reflex save. A creature that fails its save takes 1d4 persistent,piercing damage as octopuses cling to and continue biting the creature.


Riptide octopuses have adapted to these isolated hunting grounds with their strength, pulling themselves hundreds of feet across dry land to check their territory's pools for prey. Under most circumstances, such mollusks are solitary. However, massive scavenging opportunities like a beached whale or a wounded mammal can draw hundreds of these creatures to one place.

Eater of Toes

The riptide octopus didn't get its name from living in tidal zones but from being more stubborn than a riptide pulling someone out to sea. Beachcombers know not to dip their toes into tidal pools lest a riptide octopus mistake them for prey, and many bear scars that remind them of the dangers of ignoring such advice. Dislodging a hungry riptide octopus sometimes takes extreme measures in the form of a crowbar; fortunately, the octopus's skin is sensitive to fermented fluids like vinegar and wine, and dousing the creature with such concoctions usually encourages it to detach and flee.


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.

Swarm

A swarm is a mass or cloud of creatures that functions as one monster. Its size entry gives the size of the entire mass, though for most swarms the individual creatures that make up that mass are Tiny. A swarm can occupy the same space as other creatures and must do so in order to use its damaging action. A swarm typically has weakness to effects that deal damage over an area (like area spells and splash weapons). Swarms are immune to the grabbed, prone, and restrained conditions.