Actions/Abilities/Traits: (OSR)
Action
8 tentacles/ 1 bite
1-3(x8)/1-6
Action
tentacle
8 * tentacle (1d3 + constriction), 1 * bite (1d6)
Action
bite
8 * tentacle (1d3 + constriction), 1 * bite (1d6)
Special
Constriction
Tentacles grab and constrict after a hit. Each constricting tentacle inflicts: 1d3 automatic damage per round, plus a -1 penalty to attacks.
Special
Severing tentacles
Requires a hit with a cutting weapon inflicting 6 or more damage.
Special
Ink cloud
When escaping, can emit a cloud of black ink (80' diameter) and jet away at 3 times normal speed.
Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Compression
A giant octopus can move through a gap at least 2 feet wide without Squeezing, and can Squeeze through a gap at least 1 foot wide.
Ability
Constrict
1d8+9 bludgeoning
Ability
Giant Octopus Venom
(poison) Saving Throw DC 26 Fortitude; Maximum Duration 6 rounds; Stage 1 2d6 poison damage and flat-footed (1 round); Stage 2 2d6 poison damage, clumsy 1, and flat-footed (1 round); Stage 3 2d6 poison damage, clumsy 2, and flat-footed (1 round)
Ability
Ink Cloud
The octopus emits a cloud of black ink in a 30-foot emanation. This cloud has no effect outside of water. Creatures inside the cloud are undetected and can't use their sense of smell. The cloud dissipates after 1 minute. The octopus can't use Ink Cloud again for 2d6 rounds.
Ability
Jet
(move) The octopus moves up to 200 feet in a straight line through the water without triggering reactions.
Ability
Writhing Arms
The giant octopus makes up to four Strikes with different arms, each against a different target. Each attack counts separately for the octopus's multiple attack penalty, but the penalty doesn't increase the penalty until the octopus has made all the attacks. If the octopus subsequently uses the Grab action, it can Grab any number of creatures it hit with Writhing Arms.
Offense
Melee
Circumstance: combat round (melee)
arm +20 [+16/+12] (agile, reach 15 feet), Damage 2d8+9 bludgeoning plus Grab
Trait
Animal
An animal is a creature with a relatively low intelligence. It typically doesn't have an Intelligence ability modifier over -4, can't speak languages, and can't be trained in Intelligence-based skills.
Trait
Aquatic
Aquatic creatures are at home underwater. Their bludgeoning and slashing unarmed Strikes don't take the usual -2 penalty for being underwater. Aquatic creatures can breathe water but not air.
Perception
low-light vision
Resistance
cold 10