Octolakan
Octolakan are passive creatures. They prefer to observe than to interact, they allow other creatures to carry out their agenda and only take action when absolutely necessary. Some may be benevolent, others may be cruel, ultimately each one is unique and has a different set of goals.
Octolakans’ upper bodies resemble dwarves. They even claim to be distantly related, though no one is entirely sure how. They each have six arms, each usually clutching a silver sword. Below the waist they have eight tentacles which act as their legs. Octolakan are interested in wizardry and psionics, and often take interest in strange or powerful magical items.
An Octolakan’s favorite class is wizard.
Medium Aberration
Hit Dice: 17d8+51 (131)
Initiative: +0
Speed: 20 ft (20 ft swim)
Armor Class: 26 (+16 natural)
Base Attack/Grapple: +12/+23
Attack: Six Silvered Swords (+15/+13/+11/+9/+7/+5)
Damage: Six Silvered Swords (1d8+3)
Space/Reach: 5ft/5ft
Special Attacks: Spell-Like Abilities, Tentacles, Acid Ink Jet, Kill Mind
Special Qualities: Damage Reduction 10/Silver, Spell Resistance 25, Acid Immunity, Fast Healing 5, Counterspell
Saves: Fort +20, Ref +17, Will +22
Abilities: Str 16, Dex 10, Con 16, Int 20, Wis 17, Cha 10
Skills: Knowledge (Arcana) +25, Knowledge (The Planes) +25, Spellcraft +25, Hide +20, Move Silently +20
Feats: Lightning Reflexes, Iron Will, Great Fortitude, Brew Potion, Craft Wondrous Item, Craft Wand
Environment: Any
Organization: Solitary or with followers
Challenge Rating: 12
Treasure: Double Standard
Alignment: Usually Neutral
Advancement: By Character Class
Level Adjustment: -
Spell-Like Abilities: 3/Day: Dominate Person, Suggestion 1/Day: Dominate Monster, Teleport. All spells are cast as an 18th level wizard.
Tentacles: An Octolakan’s tentacles give it a +8 to grapple checks
Acid Ink Jet: As a full round action an Octolakan can release a jet of ink from its tentacles. It must make a ranged touch attack to hit (unless it is grappling the creature and won the last grapple check.) The creature takes 3d8 acid damage and must make a fortitude save DC 23 or be blinded for 1d4 hours.
Kill Mind: An Octolakan can kill any creature it is currently dominating as a full round action. The creature must make a fortitude save (DC 23) or die (note the Octolakan cannot make the creature intentionally fail the save.) If the creature succeeds, it falls unconscious for 2d8 hours. The mental link is severed in either case and the creature is no longer dominated.
Counterspell: An Octolakan can counterspell just as a wizard can, but without needing to spend a spell. It just needs to succeed at the appropriate spellcraft check.
