Aquatic: Octopi can move in water without making Swim checks and cannot drown in water.
Improved Grab (Ex): To use this ability, a normal octopus must hit with its tentacle attack (which itself deals no damage). If it gets a hold, it automatically deals bite damage each round the hold is maintained. If a giant octopus successfully hits with a tentacle slam against a target smaller than itself, it can deal automatic bite damage each round or it can constrict (see below).
Constrict (Ex): A giant octopus that succeeds in grappling an opponent smaller than itself deals 1d4+5 points of damage per round as it constricts.
Poison (Ex): Some small octopi have venomous bites. Bite: Fortitude save (DC 10 + 1/2 octopus's Hit Dice + octopus's Constitution modifier); initial and secondary 1d2 Strength damage.
Ink Cloud (Ex): Both the octopus and giant octopus can emit a cloud of jet-black ink as a free action. The normal octopus's ink cloud is a 10-foot cube, while the giant octopus's ink cloud fills a 20-foot cube. The cloud provides total concealment, which the octopus normally uses to escape a losing fight. All vision within the cloud is obscured.
Low-Light Vision (Ex): Lizards can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.
Skill Bonuses: Both octopi and giant octopi can change colors and squeeze into small spaces. They gain a +4 species bonus on Hide checks and a +10 species bonus on Escape Artist checks.
This material is Open Game Content, and is licensed for public use under the terms
of the Open
Game License v1.0a.
Compilation, formatting and oranization by DMReference.com.