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PFS StandardQuoppopak

Quoppopaks combine the most terrifying aspects of water striders, octopuses, and vampire bats into one evil, water-dwelling monster. Their bodies consist of an oval abdomen, eight hollow tentacles, and a thick, tail-like limb ending in a ventral tube, which resembles a lamprey's mouth and is capable of intaking fluids at an astounding rate. While quoppopaks can clumsily maneuver on land, they prefer to move on water; quoppopaks glide along the surface of lakes or the ocean by thrusting their ventral tubes into the water, cycling liquid up through their bodies, then spraying the water back out in a high-pressure stream through their hollow, spear-like tentacles. Though the ventral tube can't expel fluids, it still poses a substantial threat to other creatures. Quoppopaks have gills, but they are located inside the creatures' abdomens, allowing them to draw their air from the water they siphon through their ventral tubes. Quoppopaks can hold some water in their abdomens for quick forays on land, but this is akin to humans holding their breath to go underwater, and the monsters' water reserves quickly deplete.

Recall Knowledge - Aberration (Occultism): DC 28
Unspecific Lore: DC 26
Specific Lore: DC 23

Elite | Normal | Weak
Proficiency without Level

Changes from being Elite are marked in red below.
NOTE: The +2 damage bonus to non-strike offensive abilities (+4 if the ability is limited, such as spells) is NOT factored in.

Elite QuoppopakCreature 12

Legacy Content

NE Large Aberration Aquatic 
Source Bestiary 2 pg. 219 2.0
Perception +24; low-light vision
Languages Aquan
Skills Acrobatics +25, Athletics +24, Stealth +25
Str +7, Dex +6, Con +5, Int -2, Wis +5, Cha +0
AC 33; Fort +24, Ref +25, Will +20
HP 215
Attack of Opportunity [reaction] Tentacle only.
Speed 15 feet, swim 40 feet, water glide 30 feet
Melee [one-action] beak +26 [+21/+16] (reach 10 feet), Damage 3d8+2+13 piercingMelee [one-action] tentacle +26 [+22/+18] (agile, reach 15 feet), Damage 2d8+2+13 bludgeoning plus GrabMelee [one-action] ventral tube +26 [+21/+16] (reach 10 feet), Damage 2d6+2+13 slashing plus 1d6 persistent bleedRanged [one-action] water jet +25 [+20/+15] (range 100 feet, water), Damage 2d6+2+13 bludgeoning plus Push 5 feetFlooding Thrust [two-actions] Requirements The quoppopak's ventral tube is in water; Effect The quoppopak uses Tentacle Stab against a creature within reach; if either of these Strikes hits, the creature must attempt a DC 32 Reflex save. On a failed save, the quoppopak shoots water through its tentacles into the creature, dealing 2d6+5 bludgeoning damage and making the creature sickened 1 as its internal organs fill with water (double damage and sickened 2 on a critical failure).Tentacle Stab [one-action] Frequency once per round; Effect The quoppopak makes two tentacle Strikes against the same creature. These Strikes deal piercing damage instead of bludgeoning, and the quoppopak can't Grab with them. Its multiple attack penalty doesn't increase until after both attacks.Water Glide The quoppopak can stand and move on the surface of water or other liquids without falling through. It can go underwater if it wishes, but it must Swim to do so.

Sidebar - Additional Lore Coastal Hunters

Quoppopaks prefer to hunt at dawn and dusk, prowling seashores and estuaries for fresh meat. While they could easily live off of the minerals and tiny organisms they filter from the water sucked through their ventral tubes, they delight in killing living creatures. Despite their cruel natures, quoppopaks don't mind hunting alongside others of their kind if it means they'll be able to create even more carnage.