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Quatoid

Quatoid CR 7

XP 3,200
LN Small outsider (elemental, extraplanar, water)
Init +6; Senses darkvision 60 ft., Perception +16
Aura calming bioluminescence (30 ft.)

DEFENSE

AC 19, touch 13, flat-footed 17 (+2 Dex, +6 natural, +1 size)
hp 78 (10d10+30)
Fort +5, Ref +9, Will +10
DR 10/slashing or piercing; Immune elemental traits; Resist fire 10

OFFENSE

Speed 30 ft., swim 30 ft.
Melee 4 slams +15 (1d4+4 plus grab)
Ranged water jet +13 (5d6 plus push)
Special Attacks constrict (1d4+6), grab (Large creatures), push (5 ft.)

STATISTICS

Str 18, Dex 15, Con 14, Int 19, Wis 16, Cha 12
Base Atk +10; CMB +13 (+17 grapple); CMD 25 (29 vs. trip)
Feats Improved Initiative, Lunge, Power Attack, Skill Focus (Diplomacy), Toughness
Skills Climb +12, Diplomacy +20, Knowledge (arcana) +14, Knowledge (history, nature, planes) +17, Perception +16, Sense Motive +16, Spellcraft +14, Stealth +19, Swim +20
Languages Aquan, Celestial, Common, Draconic

ECOLOGY

Environment any aquatic (Plane of Water)
Organization solitary, pair, shoal (3-6) or garden (7-12)
Treasure standard

SPECIAL ABILITIES

Calming Bioluminescence (Ex/Su)

A quatoid radiates dim light within a radius of 30 feet. All creatures in the aura, including the quatoid, gain a +2 morale bonus on all saving throws against emotion effects. A creature suffering from a harmful emotional effect may make another save against that effect, with a +2 bonus to the save, immediately upon entering a quatoid’s calming bioluminescence aura. A quatoid can suppress or initiate this aura as a move action.

Water Jet (Ex)

As a standard action, a quatoid can fire a stream of water as a ranged attack with a range of 60 feet and no range increment. A creature struck takes 5d6 bludgeoning damage and is exposed to the quatoid’s push attack.

ABOUT

This small creature resembles an octopus with only four tentacles, each with a groove down the center instead of multiple rows of suckers. Its blubbery mantle features a distorted, slightly eerie, humanoid face. Bioluminescent spots cast a faint soothing light from its body.

Mysterious and gentle, the quatoids are natives of the Plane of Water. They prefer living near substrate than swimming in open water, and so tend to congregate near the borders of the Plane of Earth or on the suspended reefs, wrecks and settlements that drift throughout the Plane of Water. Although they glow like deep-sea life on the Material, they are comfortable in all depths, from intertidal to abyssal. They can even survive outside of water indefinitely, although they are uncomfortable in these conditions and may lose their normally even-tempered dispositions.

Quatoids are genius intellects by the standards of mortals, and apply this understanding to their roles as sages, explorers and diplomats. Their goals are somewhat inscrutable, but they facilitate communication and understanding between the disparate powers of the Plane of Water, and even broker treaties across other elemental planes. The very presence of a quatoid’s faint glow is soothing, and they sometimes find work as counselors and mental health workers. Some sages speculate that quatoids are the creation of genie-kind, made by shaitans to spread lawful ideologies among the chaotic marids. Quatoids themselves deny such claims.

A quatoid’s first instincts are to try to talk rather than fight, but they are more than capable of defending themselves should the need arise. A quatoid’s tentacles are incredibly strong, and they can crush creatures much larger than they in their grip. They can store large quantities of water in their mantle like a mundane octopus, but use this for offense rather than defense, spraying water in concentrated, bone-breaking jets. Quatoids are quick to accept terms of surrender from their foes, and rarely fight to the death if they can help it.

A quatoid is about three feet in diameter, with tentacles that can stretch to twice that length if pressed.

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