Octopin (CR 6)

Medium Aberration
Alignment: Always lawful evil
Initiative: +6 (+2 Dex, +4 Improved Initiative); Senses: darkvision 60 ft., Listen +2, and Spot +13
Languages: understands Undercommon but cannot speak


AC: 18 (+2 Dex, +6 natural), touch 12, flat-footed 16
Hit Dice: 8d8+16 (52 hp)
Fort +4, Ref +4, Will +6
Speed: 30 ft., climb 30 ft.
Space: 5 ft./5 ft. (10 ft. with claw)
Base Attack +6; Grapple +10
Attack: Claw +10
Full Attack: 2 claws +10
Damage: Claw 1d8+4
Special Attacks/Actions: Rend 2d8+6, slowing gaze
Abilities: Str 19, Dex 14, Con 15, Int 8, Wis 11, Cha 15
Special Qualities: immunity to electricity, penetrating sight
Feats: Ability Focus (slowing gaze); Alertness; Improved Initiative
Skills: Climb +14, Listen +2, Search +5, and Spot +13
Advancement: 9-12 (Medium), 13-20 (Large)
Climate/Terrain: Underground
Organization: Solitary or pod (2-7)
Treasure: none

Source: Dungeon #127

Combat

The octopin favors attacking from above, climbing down walls to surround and surprise its prey. It relies on its slowing gaze to hinder opponents while it tears them to pieces with its deadly tentacle claws.

Rend (Ex): If an octopin hits with both tentacle claw attacks, it latches onto the opponent's body and tears the flesh. This attack automatically deals an additional 2d8+6 points of damage.

Slowing Gaze (Su): Slow for 1d6 rounds, 30 feet, Will DC 18 negates. The save DC is Charisma-based.

Penetrating Sight (Su): An octopin can see through up to 2 feet of wood, 6 inches of stone or metal, and 1 inch of lead as if it were only a ghostly image. Octopins are immune to visual figments (such as major image) and glamers (such as invisibility). It still requires line of effect to a target in order to utilize its slowing gaze.

Skills: An octopin has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened. Octopins have a +4 racial bonus on Search and Spot checks.