Giant Octopus
Creature 8 — animal, aquatic
SnareFlankerAQUATICLANDanimalaquaticpoison
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
Source: pathfinder-monster-core
Perception +15; low-light-vision
Skills acrobatics +17, athletics +20, stealth +17
Str
+6
Dex
+3
Con
+4
Int
-4
Wis
+3
Cha
-2
AC 27
Fort +16
Ref +17
Will +15
HP 135
Resistances cold 10
Speed 15 feet, swim 40 feet (compression)
Offense
Melee Arm (agile, reach-15) +20, Damage 2d8+9 bludgeoning plus Grab
Melee Beak (unarmed) +20, Damage 2d8+9 piercing plus Giant Octopus Venom
Abilities
Compression — 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 — 1d8+9 bludgeoning, DC 26 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.
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.
Giant Octopus Venom (poison) — Saving Throw DC 26 Fortitude
Maximum Duration 6 rounds
Stage 1 2d6 poison damage and Off-Guard (1 round)
Stage 2 2d6 poison damage, Clumsy 1, and off-guard (1 round)
Stage 3 2d6 poison damage, Clumsy 2, and off-guard (1 round)
Maximum Duration 6 rounds
Stage 1 2d6 poison damage and Off-Guard (1 round)
Stage 2 2d6 poison damage, Clumsy 1, and off-guard (1 round)
Stage 3 2d6 poison damage, Clumsy 2, and off-guard (1 round)
Ink Cloud — The octopus emits a cloud of black ink in a 30-foot emanation. This cloud has no effect outside of water. Creatures inside the cloud are Undetected 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.
The octopus can't use Ink Cloud again for 2d6 rounds.
Jet (move) — The octopus moves up to 200 feet in a straight line through the water without triggering reactions.
Writhing Arms — The giant octopus makes up to four Strikes with different arms, each against a different target. Each attack counts separately for the octopus's multiple attack penalty, but the penalty doesn't increase the until the octopus has made all the attacks.
If the octopus subsequently uses the Grab action, it can Grab any number of creatures it hit with Writhing Arms.
If the octopus subsequently uses the Grab action, it can Grab any number of creatures it hit with Writhing Arms.
Grab —
WORKS WELL WITH
AnvilAQUATIC / LANDA durable frontline body can absorb Reactive Strikes and hold position while the octopus grabs and poisons multiple flanking targets.
SniperAQUATIC / LANDA ranged attacker can finish off targets the octopus has already grabbed and weakened with venom, without needing to close into its reach.
WeaverAQUATIC / LANDA caster adding concealment or terrain hazards compounds the octopus's own ink cloud in denying the party clear lines and escape routes.
PUNISHES
✖ clumping✖ low Fortitude✖ melee reliance
Avoid stacking with another restrain-focused controller; grabbing the same target twice wastes an action that could pin a different foe instead.
Works well with · Punishes · Pairing advice
Unlock with Tactics
Run Giant Octopus in the encounter builder — free, no install.
Open in PathfinderGM →