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Reef OctopusCreature 1


NSmallAnimalAquatic
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) 1d10+1 Piercing
Arm One Action +9 (+5, +1) to hit (agile, finesse) 1d6+1 Bludgeoning

Low-Light Vision

The monster can see in dim light as though it were bright light, so it ignores the Concealed condition due to dim light.

Camouflage

The reef octopus can change the color of its skin to 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 Flat-Footed (1 round)

Stage 2 1d6 poison damage and Flat-Footed (1 round)

Stage 3 1d8 poison damage and Flat-Footed (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 success with a Strike that lists Grab in its damage entry, or it has a creature grabbed using this action.


Effect The monster automatically Grabs the target until the end of the monster's next turn. The creature is Grabbed by whichever body part the monster attacked with, and that body part can't be used to Strike creatures until the grab is ended. Using Grab extends the duration of the monster's Grab until the end of its next turn for all creatures grabbed by it. A grabbed creature can use the Escape action to get out of the grab, and the Grab ends for a grabbed creatures if the monster moves away from it.


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.