Kitsunekaboom
First Post
Ok second version of the Old Man of the Sea, this time with the legendary animal template. Reason being? Elder magical beast doesn't put quite enough oomf into these beings, they should have been special in some way long before the few hundred years passed between their birth and ancienthood.
Any Elder Magical Beasts are highly respected beings by the local, considering that Sahuagin have to respect this guy, he should be damn tough.
Old Man of the Sea II (Giant Octopus + Legendary Animal + Elder Magical Beast)
Huge Magical Beast
Hit Dice: 30d8+150 (257)
Initiative: +7 (+3 Dex, +4 Improved Initiative)
Speed: 20 Ft, Swim 50 ft.
AC: 29 (-1 Size, +3 Dex, +17 Natural)
Attacks: 8 tentacle rakes +39 melee, Bite +34 melee
Damage: Tentacle rakes 2d6+16, Bite 4d6+8
Face/Reach: 10 Ft. By 10ft/15ft
Special Attacks: Improved Grab, Constrict, Spell-like abilities
Special Qualities: Ink Cloud, Jet, speech, spell-affinity
Saves: Fort: +17, Ref: +14, Will: +9
Abilities: Str:42, Dex:17, Con:21, Int:18, Wis:14, Cha:15
Skills: Bluff +7, Concentration +9, Diplomacy +10, Escape Artist +23,
Gather Information +6, Hide +14, Intimidate +10, Intuit Direction +6,
Knowledge (Geography) +8, Knowledge (History) +8, Knowledge (Nobility) +8, Knowledge (Nature) +10, Search +5, Listen +5, Spot +5
Feats: Improved Initiative
Climate/Terrain: Temperate and warm aquatic
Organization: Solitary or Pack (Leads 2-5 legendary giant octopi) or Colony (leads 20-100 humanoids)
Challenge Rating: 13
Treasure: None
Alignment: Always Neutral
Advancement: ?
The Old Man of the Sea is an ancient octopus of immense proportion. He is wise but can be quick to anger. He spends most of his time scouring ruins of ancient ships and cities beneath the sea, gathering knowledge.
He also resides as a sagely advisor for sea elves, merfolk, and sahuagin. He is more interested in maintaining a balance between the three powers than leading them. He is respected by all three sides for his power, knowledge, and neutral nature. The local populations of all three races are unwilling to attack him, and will preserve his life at all cost.
One of the Old Man’s biggest projects is to find the origin of the T’chetclil, the displacer beast like aquatic race wrecking havoc beneath the waves. These creatures could abruptly shift the delicate balance of power that the Old Man has tried to create and maintain all these years.
He is rather distrustful of surface folk, particularly ones who go down in the depths using magic. While he won’t be overly unfriendly he lets them know in no uncertain terms that he does not consider them worthy of being amongst the sea’s denizens.
Combat
The Old Man tends to avoid combat, he will ink and jet his way away.
Constrict (Ex): A giant octopus deals 4d8+6 points of damage with a successful grapple check against Medium or smaller creatures.
Improved Grab (Ex): To use this ability, the octopus must hit an opponent of Medium or smaller size with its tentacle rake attack. If it gets a hold it can constrict.
Ink Cloud (Ex): An octopus can emit a cloud of jet-black ink 10 feet high by 10 feet wide by 10 feet long once a minute as a free action. The cloud provides total concealment, which the octopus normally uses to escape a losing fight. Creatures within the cloud suffer the effects of total darkness.
Jet (Ex): An octopus can jet backwards once per round as a double move action, at a speed of 200 feet.
Spell-Like Abilities: 3/day any three 1st level divine spells as a sorcerer of 5th level.
Speech (Ex): 7 languages
Spellcasting Affinity (Ex): An Elder Magical Beast may use spells unhindered by its physical form.
Skills: An octopus can change colors, giving it a +8 racial bonus to Hide checks. An octopus also can squeeze and contort its body, giving it a +20 racial bonus to Escape Artist checks.
Any Elder Magical Beasts are highly respected beings by the local, considering that Sahuagin have to respect this guy, he should be damn tough.

Old Man of the Sea II (Giant Octopus + Legendary Animal + Elder Magical Beast)
Huge Magical Beast
Hit Dice: 30d8+150 (257)
Initiative: +7 (+3 Dex, +4 Improved Initiative)
Speed: 20 Ft, Swim 50 ft.
AC: 29 (-1 Size, +3 Dex, +17 Natural)
Attacks: 8 tentacle rakes +39 melee, Bite +34 melee
Damage: Tentacle rakes 2d6+16, Bite 4d6+8
Face/Reach: 10 Ft. By 10ft/15ft
Special Attacks: Improved Grab, Constrict, Spell-like abilities
Special Qualities: Ink Cloud, Jet, speech, spell-affinity
Saves: Fort: +17, Ref: +14, Will: +9
Abilities: Str:42, Dex:17, Con:21, Int:18, Wis:14, Cha:15
Skills: Bluff +7, Concentration +9, Diplomacy +10, Escape Artist +23,
Gather Information +6, Hide +14, Intimidate +10, Intuit Direction +6,
Knowledge (Geography) +8, Knowledge (History) +8, Knowledge (Nobility) +8, Knowledge (Nature) +10, Search +5, Listen +5, Spot +5
Feats: Improved Initiative
Climate/Terrain: Temperate and warm aquatic
Organization: Solitary or Pack (Leads 2-5 legendary giant octopi) or Colony (leads 20-100 humanoids)
Challenge Rating: 13
Treasure: None
Alignment: Always Neutral
Advancement: ?
The Old Man of the Sea is an ancient octopus of immense proportion. He is wise but can be quick to anger. He spends most of his time scouring ruins of ancient ships and cities beneath the sea, gathering knowledge.
He also resides as a sagely advisor for sea elves, merfolk, and sahuagin. He is more interested in maintaining a balance between the three powers than leading them. He is respected by all three sides for his power, knowledge, and neutral nature. The local populations of all three races are unwilling to attack him, and will preserve his life at all cost.
One of the Old Man’s biggest projects is to find the origin of the T’chetclil, the displacer beast like aquatic race wrecking havoc beneath the waves. These creatures could abruptly shift the delicate balance of power that the Old Man has tried to create and maintain all these years.
He is rather distrustful of surface folk, particularly ones who go down in the depths using magic. While he won’t be overly unfriendly he lets them know in no uncertain terms that he does not consider them worthy of being amongst the sea’s denizens.
Combat
The Old Man tends to avoid combat, he will ink and jet his way away.
Constrict (Ex): A giant octopus deals 4d8+6 points of damage with a successful grapple check against Medium or smaller creatures.
Improved Grab (Ex): To use this ability, the octopus must hit an opponent of Medium or smaller size with its tentacle rake attack. If it gets a hold it can constrict.
Ink Cloud (Ex): An octopus can emit a cloud of jet-black ink 10 feet high by 10 feet wide by 10 feet long once a minute as a free action. The cloud provides total concealment, which the octopus normally uses to escape a losing fight. Creatures within the cloud suffer the effects of total darkness.
Jet (Ex): An octopus can jet backwards once per round as a double move action, at a speed of 200 feet.
Spell-Like Abilities: 3/day any three 1st level divine spells as a sorcerer of 5th level.
Speech (Ex): 7 languages
Spellcasting Affinity (Ex): An Elder Magical Beast may use spells unhindered by its physical form.
Skills: An octopus can change colors, giving it a +8 racial bonus to Hide checks. An octopus also can squeeze and contort its body, giving it a +20 racial bonus to Escape Artist checks.