Advanced Giant Octopus


Size/Type: Huge Animal (Aquatic)
Hit Dice: 14d8 + 31 (94-143 hp)
Initiative: + 2
Speed: 20 ft. (4 squares), swim 30 ft.
Armor Class: 19 ( – 1 size, + 2 Dex, +8 natural), touch 11, flat-footed 16
Base Attack/Grapple: + 8/ + 18
Attack: Tentacle + 14 melee (1d6 + 6)
Full Attack: 8 tentacles + 14 melee (1d6 + 6) and bite + 9 melee (2d6 + 3)
Space/Reach: 15 ft./15 ft. (25 ft. with tentacle)
Special Attacks: Improved grab, constrict
Special Qualities: Ink cloud, jet, low-light vision
Saves: Fort + 14, Ref + 14, Will + 7
Abilities: Str 22, Dex 15, Con 14, Int 2, Wis 12, Cha 3
Skills: Climb + 12, Escape Artist + 12, Hide + 12, Listen + 4, Spot + 6, Swim + 14
Feats: Alertness, Skill Focus (Hide), Toughness, Power Attack, Improved Sunder
Environment: Warm aquatic
Organization: Solitary
Challenge Rating: 12
Advancement: 9 – 12 HD (Large); 13 – 24 HD (Huge)

These creatures are aggressive and territorial hunters, with arms reaching 10 feet or more in length. Their tentacles are studded with barbs and sharp-edged suckers.

An opponent can attack a giant octopus’s tentacles with a sunder attempt as if they were weapons. A giant octopus’s tentacles have 10 hit points each. If a giant octopus is currently grappling a target with the tentacle that is being attacked, it usually uses another limb to make its attack of opportunity against the opponent making the sunder attempt. Severing one of a giant octopus’s tentacles deals 5 points of damage to the creature. A giant octopus usually withdraws from combat if it loses four tentacles. The creature regrows severed limbs in 1d10 + 10 days.

Constrict (Ex)
A giant octopus deals 2d8 + 6 points of damage with a successful grapple check.

Improved Grab (Ex)
To use this ability, a giant octopus must hit an opponent of any size with a tentacle 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 can constrict.

Ink Cloud (Ex)
A giant octopus can emit a cloud of jet-black ink 20 feet high by 20 feet wide by 20 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)
A giant 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.

A giant octopus can change colors, giving it a + 4 racial bonus on Hide checks. A giant octopus also can squeeze and contort its body, giving it a + 10 racial bonus on Escape Artist checks. A giant 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.


—Oktodik is the advanced giant octopus animal companion of the Mad Sea Druid of Ierendi.

The following spells are usually casted on Oktodik by the Mad Sea Druid:
Druid Spells

2th Barkskin ( + 5) (USed with magic staff)
3th Protection From Energy (Lighting) (180)
3th Greater Magical Fang (+3)
5th Animal Growth

He lost 3 tentacles


D&D 3.0: Tales from Mystara Galero