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Quoppopak

Creature 11 — aberration, aquatic

Pre-Remaster content. May include legacy alignment.

Quoppopaks combine the most terrifying aspects of water striders, octopuses, and vampire bats into one evil, water-dwelling monster. Their bodies consist of an oval abdomen, eight hollow tentacles, and a thick, tail-like limb ending in a ventral tube, which resembles a lamprey's mouth and is capable of intaking fluids at an astounding rate. While quoppopaks can clumsily maneuver on land, they prefer to move on water; quoppopaks glide along the surface of lakes or the ocean by thrusting their ven

Source: pathfinder-bestiary-2 (Pre-Remaster)

Perception +22
Skills acrobatics +23, athletics +22, stealth +23
Str
+7
Dex
+6
Con
+5
Int
-2
Wis
+5
Cha
+0
AC 31 Fort +22 Ref +23 Will +18
HP 195
Speed 15 feet, swim 40 feet

Offense

Melee Beak +24, Damage 3d8+13 piercing
Melee Tentacle +24, Damage 2d8+13 bludgeoning
Melee Ventral Tube +24, Damage 2d6+13 slashing plus 1d6 bleed
Ranged Water Jet +23, Damage 2d6+13 bludgeoning

Abilities

Attack of Opportunity (Tentacle Only) — Tentacle only Attack Of Opportunity
Flooding Thrust
Tentacle Stab — Frequency once per round Effect The quoppopak makes two tentacle Strikes against the same creature. These Strikes deal piercing damage instead of bludgeoning, and the quoppopak can't Grab with them. Its multiple attack penalty doesn't increase until after both attacks.
Water Glide — The quoppopak can stand and move on the surface of water or other liquids without falling through. It can go underwater if it wishes, but it must Swim to do so.
Grab — Grab
Push — Push

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