Size:
Type:
± Monstrous Humanoid
Form:
Temper:
# App:
± 2d4, Wild 1d6
Lair:
Diet:
Combat Dice:
± 0
Hit Points:
± 0
Attack Rank:
± 0
Passive Defense:
± 0
Active Defense:
Damage Reduction:
± 0
Role:
Ground:
± 30'
Climb/Arboreal:
Flight:
Swim:
Benthic:
Burrow:
Ethereal:
Actions/Abilities/Traits: Basic Fantasy
Actions/Abilities/Traits: Basic Fantasy
Offense
1 tentacle or by weapon
Circumstance: Combat
1d10 + paralysis tentacle, by weapon
Special
Perfect Disguise
Can disguise themselves by donning the skin of a human or other humanoid, perfectly mimicking the appearance of their victim. This illusion can only be penetrated by means of the **true seeing** spell, or detected, though not seen through, by the **detect illusion** spell. **Detect magic** does not reveal this disguise.
Special
Memory Assimilation
By consuming the victim's brain, they can assimilate 60-90% (determined by rolling 1d4x10+50) of the victim's memories and knowledge.
Special
Skin Preservation
The victim's skin is preserved by the octoperson's natural secretions, and remains viable as long as it is worn for at least ten hours within any three-day period. Failure to do so results in the skin becoming stiff and unusable.
Special
Paralysis Tentacle
When struck with a tentacle, unless the target successfully saves vs. paralysis, they are paralyzed for 2d8 turns.
Special
Egg Laying
Reproduction involves laying eggs in living humanoid hosts. Hosts are usually paralyzed before being implanted with the egg, after which they are imprisoned for the three months it takes the egg to hatch. When the hatchling emerges, it takes its incubators skin as its first disguise.
Environments
any
Unusual humanoid beings with a large blue octopus replacing their head and shoulders, capable of perfect disguise
Octopeople are unusual humanoid beings with what appears to be a large blue octopus replacing their head and shoulders. They have the ability to disguise themselves by donning the skin of a human or other humanoid, perfectly mimicking the appearance of their victim. This illusion can only be penetrated by means of the **true seeing** spell, or detected, though not seen through, by the **detect illusion** spell. **Detect magic** does not reveal this disguise, though other methods may be permitted at the GM's discretion.
While wearing a skin disguise, an octoperson has a perfect resemblance to their victim. Additionally, by consuming the victim's brain, they can assimilate 60-90% (determined by rolling 1d4x10+50) of the victim's memories and knowledge. The GM uses this percentage to gauge how well the octoperson's acquired knowledge allows them to impersonate its victim. The victim's skin is preserved by the octoperson's natural secretions, and remains viable as long as it is worn for at least ten hours within any three-day period. Failure to do so results in the skin becoming stiff and unusable. If an octoperson consumes a second brain, they lose the knowledge from the first brain
Basic Fantasy Field Guide Omnibus
Actions/Abilities/Traits: Basic Fantasy
Unusual humanoid beings with a large blue octopus replacing their head and shoulders, capable of perfect disguise
Octopeople are unusual humanoid beings with what appears to be a large blue octopus replacing their head and shoulders. They have the ability to disguise themselves by donning the skin of a human or other humanoid, perfectly mimicking the appearance of their victim. This illusion can only be penetrated by means of the **true seeing** spell, or detected, though not seen through, by the **detect illusion** spell. **Detect magic** does not reveal this disguise, though other methods may be permitted at the GM's discretion.
While wearing a skin disguise, an octoperson has a perfect resemblance to their victim. Additionally, by consuming the victim's brain, they can assimilate 60-90% (determined by rolling 1d4x10+50) of the victim's memories and knowledge. The GM uses this percentage to gauge how well the octoperson's acquired knowledge allows them to impersonate its victim. The victim's skin is preserved by the octoperson's natural secretions, and remains viable as long as it is worn for at least ten hours within any three-day period. Failure to do so results in the skin becoming stiff and unusable. If an octoperson consumes a second brain, they lose the knowledge from the first brain
Basic Fantasy Field Guide Omnibus