Doctor Octopus (Dr. Otto Octavius)
Dr. Otto Octavius, better known as Doctor Octopus is a Marvel Comics supervillain, an enemy and archenemy of Spider-Man. Created by writer Stan Lee and artist Steve Ditko, he first appeared in Amazing Spider-Man #3 (July 1963). Stan Lee has cited that Doctor Octopus is one of his favourite Spider-Man villains.
“Doc Ock,” as Spider-Man often calls him, is a stocky, myopic man, supposedly modeled after pop singer Roy Orbison, who utilizes four powerful, mechanical appendages. A highly intelligent mad scientist, he is obsessed with proving his own genius and destroying his arch foe.
Doctor Octopus is one of Spider-Man’s greatest adversaries, if not the greatest, rivalled only by the Green Goblin. He has been featured in most Spider-Man animated series and video games and was played by Alfred Molina in 2004’s Spider-Man 2.
Originally Posted by Bane of the Dicefreaks forums.
Otto Octavius, Doctor Octopus | |
Medium Human | |
Wounds | 13 WP Vitality 143 VP (22d8+22) |
Initiative | +1 |
Speed | 30 ft. (6 squares) |
AC | 33 (+1 Dexterity, +6 armor, +16 deflection) touch 27, flat footed 32 |
Base Attack/Grapple | +11/+12 |
Attack | 4 Tentacle slams +34 melee (2d6+14/19-20) and unarmed strike +12 (1d6+1/20) |
Full Attack | 4 Tentacle slams +34 melee (2d6+14/19-20) and unarmed strike +12/+7 (1d6+1/20) |
Space/Reach | 10 ft./10 ft. |
Special Attacks | Tentacle harness |
Special Qualities | Telepathic Bond |
Saves | Fort +8, Ref +12, Will +17 |
Abilities | Strength 11, Dexterity 12, Constitution 13, Intelligence 24, Wisdom 16, Charisma 17 |
Skills | Bluff +27, Craft (electronics) +27, Craft (mechanical) +31, Computer Use +31, Diplomacy +21, Disable Device +27, Forgery +22, Gather Information +21, Intimidate +29, Knowledge (current events) +22, Knowledge (physical sciences) +36, Knowledge (streetwise) +27, Knowledge (technology) +29, Research +14, Repair +17, Sense Motive +23, Spot +8, Treat Injury +12, Tumble +6 |
Feats | Brawl, Educated, Improved Critical (tentacle), Iron Will, Persuasive, Skill Focus (physical sciences), Surgery, Weapon Focus (tentacle) |
Epic Feats | Epic Reputation |
Climate/Terrain | New York, New York |
Organization | Solitary (Unique) or Sinister Six (Group) |
Challenge Rating | 21 |
Alignment | Chaotic Evil |
Telepathic Bond
Octavius possesses a Telepathic Bond with his tentacle harness. He increases their natural Strength with his genius intellect, allowing them to perform multiple tasks nearly automatically for him.
- Doctor Octopus’s tentacles add his Intelligence modifier to all attack, initiative, and reflex saves for the Tentacles.
- Ock can control his harness from seeming limitless distance, once having control his harness from across the country. Ock must spend his entire round mentally controlling his arms to do his bidding is separated from them.
- Ock can apply any of his feats to his tentacle harness if applicable
Possessions
Tentacle Harness
Ock uses a specially constructed harness of unknown materials which house four superhumanly powerful mechanical arms. Each tentacle is considered a separate entity and attacks and act independently of Ock.
Large Constructs | |
Wounds | 155 WP (22d10+30) |
Speed | 80 ft. (two arms), 140 ft. (four arms), 50 ft. Climb |
Initiative | +17 |
AC | 21 (+7 Dexterity, +6 armor, -2 size), touch 15, flat-footed 14 |
Base Attack/Grapple | +16/+34 |
Full Attack | Tentacle slam +34 melee (2d6+14/19-20) |
Space/Reach | 10 ft./10 ft. |
Special Attacks | Constrict |
Special Qualities | Damage reduction 35/adamantium, Defend the maker, energy resistance (all) 35, immune to electricity, superhuman strength |
Saves | Fort +7, Ref +25 |
Abilities | Strength 38, Dexterity 25, Constitution – |
Skills | Climb +51, Jump +39 |
Feats | Cleave, Combat Expertise, Deflect Arrows, Improved Grapple, Improved Initiative, Improved Trip, Power Attack |
Epic Feats | Infinite Deflection |
Constrict
A tentacle can constrict is they succeed on a successful grab check. A constriction inflicts 3d6+21 damage.
Defend the Maker
The tentacles work to constantly defend Ock at all times, making him very difficult to harm in combat.
- Ock cannot be flanked when wearing the tentacles harness.
- Ock is considered to have half-cover at all times and receives appropriate bonus for such (these are reflected in Ock’s stats).
- The constant weaving of the tentacles provides Ock a deflection bonus to his armor class.
- Anytime an attack would successful hit Ock, a tentacle may attempt a Reflex save (DC 10 + 1/2 opponent’s Hit Dice + Strength modifier to block the attack for melee attacks and DC 10 + 1/2 opponent’s Hit Dice + Dexterity modifier for ranged assaults.) If this succeeds those tentacles not involved may make an attack of opportunity on the attacker. Multiple tentacles can defend against a single attack. Each additional tentacle used in defense adds a +5 bonus to the Reflex save. Tentacles used in defense cannot participate in the attack of opportunity.
Locomotion
By using at least two tentacles for movement, Ock can achieve a movement rate of 80 ft. Using all four tentacles increases his movement rate to 140 ft.
Ock can also use the tentacles to Climb sheer surfaces. The tentacles have a Climb modifier of +12 and a speed of 50 ft. using at least two tentacles.