|Size/Type:||Small Animal (Aquatic)|
|Hit Dice:||2d8 (9 hp)|
|Speed:||20 ft. (4 squares), swim 30 ft.|
|Armor Class:||16 (+1 size, +3 Dex, +2 natural), touch 14, flat-footed 13|
|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|
|Advancement:||3-6 HD (Medium)|
These bottom-dwelling sea creatures are dangerous only to their prey. If disturbed, they usually try to escape.
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.
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.