Monday, September 18, 2017

Meet the Octopeople

This post goes out to Frank Mitchell.

awesome art by Dennis Loubet

BX Octopeople
Ac: 7 or better
HD: 2*
Mv: 90'(30')
Attacks: up to 3
Dmg: by weapon(s)+3
No.App: 2d6 (2d6)
Save: F2
ML: 8
TT: U+V
Al: Chaotic

These strange cephaloids left the sea eons ago, perhaps as part of the same ancient conflict that forced the kuo-toa underground.  Nowadays their numbers have waned, but they still try to make war on the primitive vertebrates of the surface world.

The advanced musculature of the octopeople race grants all members of it an 18 Str.  Owing to their fast reflexes, a group composed enitrely of octopeople receives +1 on group initiative rolls.

Octopeople fight with 3 primary and one off limb, giving them up to three attacks per round. If an octoperson wields a two-handed weapon or uses a shield, reduce the total number of attacks accordingly.

1 in 6 octopeople will possess the class abilities of a magic-use, thief, cleric, etc. of level 2-7.  Some octopeople warriors wear chain or plate into battle.  No other known race can wear their armor.