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Octopus

Hit Dice:2d8 (9 hp)
Initiative:+3
Speed:20 ft. (4 squares), swim 30 ft.
Armor Class:16 (+1 size, +3 Dex, +2 natural), touch 14, flat-footed 13
Base Attack/Grapple:+1/+2
Attack:Arms +5 melee (0)
Full Attack:Arms +5 melee (0) and bite +0 melee (1d3)
Space/Reach:5 ft./5 ft.
Special Attacks:Improved grab
Special Qualities:Ink cloud, jet, low-light vision
Saves:Fort +3, Ref +6, Will +1
Abilities:Str 12, Dex 17, Con 11, Int 2, Wis 12, Cha 3
Skills:Escape Artist +13, Hide +11, Listen +2, Spot +5, Swim +9
Feats:Weapon Finesse
Environment:Warm aquatic
Organization:Solitary
Challenge Rating:1
Advancement:3–6 HD (Medium)
Level Adjustment:

These bottom-dwelling sea creatures are dangerous only to their prey. If disturbed, they usually try to escape.

Combat

Improved Grab (Ex): To use this ability, an octopus must hit an opponent of any size with its arms attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and automatically deals bite damage.

Ink Cloud (Ex): An octopus can emit a cloud of jet-black ink 10 feet high by 10 feet wide by 10 feet long once per minute as a free action. The cloud provides total concealment, which the octopus normally uses to escape a losing fight. All vision within the cloud is obscured.

Jet (Ex): An octopus can jet backward once per round as a full-round action, at a speed of 200 feet. It must move in a straight line, but does not provoke attacks of opportunity while jetting.

Skills: An octopus can change colors, giving it a +4 racial bonus on Hide checks. An octopus also can squeeze and contort its body, giving it a +10 racial bonus on Escape Artist checks. An octopus has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.