Odopi

The statistics block below contains details for more than one size of odopi. Use the horizontal scrollbar below it to display the desired one or select from the links below that.

Odopi ⬇️
Huge Aberration (Chaotic, Evil, Extraplanar)
Elder Odopi ⬇️
Gargantuan Aberration (Chaotic, Evil, Extraplanar)
Hit Dice: 20d8+140 (230 hp) 30d8+270 (405 hp)
Initiative: +6 +10
Speed: 60 ft. (12 squares), climb 40 ft. 80 ft. (16 squares), climb 60 ft.
Armor Class: 28 (−2 size, +6 Dex, +14 natural), touch 14, flat-footed 22 30 (−4 size, +6 Dex, +18 natural), touch 12, flat-footed 24
Base Attack/Grapple: +15/+30 +22/+41
Attack: Claw +15 melee (4d6+15/19–20) Claw +24 melee (6d6+21/19–20)
Full Attack: Claw +15 melee (4d6+15/19–20) or 4 stones +19 ranged (1d6+7) Claw +24 melee (6d6+21/19–20) or 4 stones +24 ranged (1d8+11)
Space/Reach: 15 ft./5 ft. 20 ft./10 ft.
Special Attacks: Improved grab, spell-like abilities, swallow whole, throw stones 1d6+7, trample 2d6+10 (DC 27) Improved grab, spell-like abilities, swallow whole, throw stones 1d8+11, trample 3d6+16 (DC 36)
Special Qualities: All-around vision, damage reduction 10/good and magic, darkvision 60 ft., fast healing 7, resistance to cold 10 and fire 10, scent, spell resistance 22 All-around vision, damage reduction 10/good and magic, darkvision 60 ft., fast healing 9, resistance to cold 10 and fire 10, scent, spell resistance 26
Saves: Fort +15, Ref +12, Will +18 Fort +21, Ref +18, Will +25
Abilities: Str 25, Dex 23, Con 25, Int 6, Wis 22, Cha 16 Str 33, Dex 23, Con 29, Int 6, Wis 22, Cha 16
Skills: Climb +22, Jump +26, Search +2, Spot +19, Survival +14; racial bonuses Climb +30, Jump +42, Search +2, Spot +21, Survival +14; racial bonuses
Feats: Combat Reflexes, Great Fortitude, Improved Critical (claw), Improved Sunder, Power Attack, Run, Track, Whirlwind Attack [bonus] Cleave, Combat Reflexes, Great Fortitude, Improved Critical (claw), Improved Initiative, Improved Sunder, Iron Will, Lightning Reflexes, Power Attack, Run, Track, Whirlwind Attack [bonus]
Environment: Tarterian Depths of Carceri (Colothys) Tarterian Depths of Carceri (Colothys)
Organization: Solitary or tumble (2–8) Solitary or tumble (2–8)
Challenge Rating: 14 18
Treasure: Standard Standard
Alignment: Always chaotic evil Always chaotic evil
Advancement: 21–29 HD (Huge) ♊ 31–40 HD (Gargantuan); 41–50 HD (Colossal) ♊
Level Adjustment: — —

Odopi • Elder Odopi

This creature looks like a giant sphere of hundreds of demonic clawed arms. The center of its body is hidden by the forest of its limbs. Each hand bears a yellow eye in its palm that blinks shut as the behemoth rolls hand-over-hand toward you.

Odopi (basic) ⬆️

Twisted abominations from the Tarterian Depths of Carceri, odopis are strange creatures that boil out of planar rifts to rampage across the Material Plane.

Akin to no other beings, odopis are nightmarish monsters from a nightmare realm. Hundreds of warty, orange-skinned arms project from a muscular central body obscured by its flailing limbs. This body has no features except for a single toothless mouth that serves as the opening for its cavernous stomach. Each arm bears a five-fingered hand and long yellow claws. A baleful eye glares from the palm of each hand. Like titanic tumbleweeds, they roam about the landscape at random, destroying whatever they encounter as they roll ever onward.

Powerful beings can force odopis to travel where they wish, using violence and the threat of violence to keep them on the right path. Odopis, having a strong sense of independence, suffer such treatment poorly, but they remain somewhat tractable so long as they are provided with targets upon which they can vent their rage. Odopis average 24 feet in diameter and weigh 9 tons.

Odopis speak their own language, which consists of gurgling sounds and hand clapping.

Combat

An odopi tramples foes to get within reach of several enemies at a time. It grapples foes and tramples them as it pursues other enemies. If enemies move beyond its reach, the odopi swallows those it grapples and throws stones. Flying foes should be sure to fly out of range of the odopi’s dimension door ability, or it is likely to appear above them and bear them to the ground.

Although its hands are dexterous enough to grasp, move, and throw objects, an odopi cannot wield melee or ranged weapons other than those that can be thrown.

An odopi’s claw attacks, and any objects it throws, are treated as chaotic-aligned, evilaligned, and magic for the purpose of overcoming damage reduction.

An odopi normally attacks using its Power Attack feat, taking a −5 penalty on its attack rolls and gaining a +5 bonus on damage rolls.

Improved Grab (Ex): To use this ability, an odopi must hit a Large or smaller creature with its claws. It can then attempt to start a grapple as a free action without provoking attacks of opportunity.

Spell-Like Abilities: At will⁠—​feather fall; 3/day⁠—​dimension door; 1/day⁠—​true seeing. Caster level 18th.

Swallow Whole (Ex): Although an odopi lacks a mouth in the usual sense, it can swallow foes by passing them through its forest of arms to the center of its body. If an odopi begins its turn while pinning a Medium or smaller creature, it can move the pinned foe into its stomach (dealing the bludgeoning and acid damage given below) in lieu of making a grapple check to deal damage.

A swallowed creature is considered grappled, but the odopi is not. A swallowed creature takes 1d8+10 points of bludgeoning damage and 2d8 points of acid damage each round. A creature can cut its way out by using a light piercing or slashing weapon to deal 40 points of damage to the stomach (AC 17). Once a creature exits, muscular action (and fast healing) closes the hole; another swallowed opponent must cut its own way out. Regardless of how it escapes, a creature that exits the stomach is back in the odopi’s many arms and the creature is automatically considered grappled.

An odopi’s stomach can hold 1 Medium, 4 Small, 16 Tiny, 64 Diminutive, or 256 Fine creatures.

Throw Stones (Ex): As a full-round action, an odopi can pick up stones or other objects of Tiny size weighing up to 20 pounds and hurl them at foes. The attack has a range increment of 30 feet, and an odopi can hurl a stone up to five range increments. (Damage shown in entry.) An odopi can make up to four stone attacks per round, but it cannot direct more than one stone at any single target.

Trample (Ex): Reflex half (DC and damage shown in entry). The save DC is Strength-based. An odopi can use its trample ability as a full-round action while grappling (no grapple check required). If an odopi uses its trample ability while holding a foe, the grappled enemy automatically takes trample damage (no save) as the odopi rolls over it. See Trample.

Skills: Odopis have a +8 racial bonus on Survival checks. An odopi has a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.

Elder Odopi ⬆️

The elder odopi is an immense version of the standard odopi, some 48 feet in diameter and weighing 80 tons.

Combat

Elder odopis use tactics similar to their smaller kin but are even more fearless.

Against foes with no visible armor, an elder odopi normally attacks using its Power Attack feat, taking a −10 penalty on its attack rolls and gaining a +10 bonus on damage rolls. Against armored prey, it usually takes a −5 penalty on attack rolls and gains a +5 bonus on damage rolls.

Swallow Whole (Ex): A swallowed creature takes 2d6+16 point of bludgeoning damage and 4d6 points of acid damage each round. A creature can cut its way out by using a light piercing or slashing weapon to deal 50 points of damage to the stomach (AC 19).

An elder odopi’s stomach can hold 1 Large, 4 Medium, 16 Small, 64 Tiny, or 256 Diminutive or smaller creatures.

Odopis in Eberron

In the Eberron campaign setting, odopis are native to the plane of Xoriat, also known as the Realm of Madness. Powerful specimens brought to the world by fell wizardry lurk in the great caverns of Khyber, sometimes guarding extraplanar portals or fiendish redoubts. The Lords of Dust occasionally unleash odopis upon the blasted plains of the Demon Wastes, usually when they wish to dispose of a troublesome barbarian tribe.

Source: Monster Manual III, page 114.