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Octobrute
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Meefman
2nd Ed Zealot
2nd Ed Zealot


Joined: May 03, 2003
Posts: 907
Location: Quantol (Third dimension to the right...)

PostPosted: Mon Jun 11, 2012 3:23 pm    Post subject: Octobrute Reply with quote

OCTOBRUTE
Large Outsider (Aquatic, Native)
Hit Dice: 8d8+75 (111 hp)
Initiative: +9
Speed: 40 ft. (4 squares), fly 70 ft. (perfect), swim 60 ft.
Armor Class: 27 (-1 size, +5 Dex, +12 natural, +1 dodge), touch 15, flat-footed 21
Base Attack/Grapple: +8/+25
Attack: Tentacle +21 melee (1d8+13)
Full Attack: 9 tentacles +21 melee (1d8+13) and bite +19 melee (2d6+6 plus poison)
Space/Reach: 10 ft./10 ft. (20 ft. with tentacles)
Special Attacks: Breath weapon, constrict, frightful presence, improved grab, poison, raging blood, spells
Special Qualities: Amphibious, darkvision 60 ft., fast healing 5, fearless, hasted, ink cloud, jet, low-light vision
Saves: Fort +18, Ref +15, Will +9
Abilities: Str 36, Dex 21, Con 29, Int 4, Wis 14, Cha 7
Skills: Escape Artist +23, Hide +15, Listen +5, Move Silently +9, Spot +7, Swim +21
Feats: Alertness, Improved Initiative, Improved Natural Attack (bite), Improved Natural Attack (constrict), Improved Natural Attack (tentacle), Iron Will, Multiattack, Skill Focus (Hide), Toughness
Environment: Any aquatic, any warm land, underground
Organization: Solitary or pair
Challenge Rating: 11
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 9-12 HD (Large); 13-24 HD (Huge)
Level Adjustment: --

This large creature has eight tentacles, on the bottoms of the tentacles are horrible suction cups. It has a bulbous body and a sharp beak for a mouth. Its thick, rubbery hide is a dark purple color and covered all over with blue ring-shaped marks.

Octobrutes are descended from ordinary giant octopi that were twisted and corrupted by dark forces. They can live on land or underwater and can fly, making them perfect soldiers. Octobrutes often make their lairs in underwater caves, preferably within easy traveling distance of the shore. Octobrutes are the bane of fishermen and coastal cities. They can be found in freshwater as well, making rivers and lakes dangerous.

COMBAT
They prefer to attack lone targets, but will even attack large groups. They fight to the death. They will try to sneak up on or ambush their foes. They will use their breath weapon on groups, and will try to overwhelm individual foes with their multitude of tentacle attacks.
Breath Weapon (Su): Every 1d4 rounds can blast a 15 foot cone of cold that does 3d6 damage with a Reflex save at DC 23 for half damage. The save DC is Constitution-based.
Constrict (Ex): On a successful grapple check it automatically constricts for 3d8+14 damage.
Fast Healing (Ex): Heals 5 hp/round, doesn't heal hp lost due to starvation, thirst, or suffocation. Fast healing does not allow it to regrow or reattach lost body parts.
Fearless (Ex): Immune to all fear effects.
Frightful Presence (Ex): Inspires terror in all creatures within 20 feet that have fewer hit dice than it. Each potentially affected opponent must succeed at a Will save at DC 12 or become shaken - a condition that lasts until the opponent is out of range. A successful save leaves that opponent immune to that particular octobrute's frightful presence for 24 hours. The save DC is Charisma-based.
Hasted (Su): It is under a continual Haste effect, as the spell. The bonuses have already been added to its stats. If the effect is somehow negated or suppressed it can be renewed on the octobrute's turn as a free action.
Improved Grab (Ex): If it hits a target of any size with a tentacle attack it can automatically attempt to grapple and without provoking an attack of opportunity.
Ink Cloud (Ex): It 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 it normally uses to escape a losing fight. All vision within the cloud is completely obscured.
Jet (Ex): It can jet backward once per round as a full-round action, at a speed of 230 feet (or 200 feet if its Haste isn't active). It must move in a straight line, but doesn't provoke any attacks of opportunity while jetting.
Poison (Ex): Its bite attack delivers poison - initial and secondary damage is the same: 1d6 Strength damage. The Fortitude save to avoid the poison is DC 23. The save DC is Constitution-based.
Raging Blood (Su): Each time it takes slashing or piercing damage its blood sprays outward in a 5 foot cone at the attacker, dealing 1d4 electricity damage to all within range (no saving throw). Octobrutes are not harmed by their own blood.
Spells: Casts divine spells from the cleric list as well as the Protection, Strength, and War domain lists as a 5th level cleric. It does not gain any granted powers or domain spell slots. Spell save DCs are 12 + spell level.
Skills: Its skin changes colors to match the surroundings, giving it a +4 racial bonus on Hide checks. It can squeeze and contort, giving it a +10 racial bonus on Escape Artist checks. It has a +8 racial bonus on all Swim checks, can always take 10 on Swim checks even if rushed, threatened, or distracted. It can use the charge and run actions while swimming, as long as it moves in a straight line. It has a +4 racial bonus on Move Silently checks.

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