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|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.
Improved Grab (Ex): 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.
Skills: 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.
SEE WIKIPEDIA ENTRY: Octopus