Squid, Giant |
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12d8+18 (72 hp) |
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+3 |
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Swim 80 ft. (16 squares) |
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17 (-2 size, +3 Dex, +6 natural), touch 11, flat-footed 14 |
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+9/+29 |
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Tentacle +15 melee (1d6+8) |
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10 tentacles +15 melee (1d6+8) and bite +10 melee (2d8+4) |
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15 ft./15 ft. (30 ft. with tentacle) |
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Constrict 1d6+8, improved grab |
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Ink cloud, jet, low-light vision |
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Fort +9, Ref +11, Will +5 |
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Str 26, Dex 17, Con 13, Int 1, Wis 12, Cha 2 |
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Temperate aquatic |
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Solitary |
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9 |
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13-18 HD (Huge); 19-36 HD (Gargantuan) |
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- |
These voracious creatures can have bodies more than 20 feet long and attack almost anything they meet.
An opponent can attack a giant squid's tentacles with a sunder attempt as if they were weapons. A giant squid's tentacles have 10 hit points each. If a giant squid is currently grappling a target with the tentacle that is being attacked, it usually uses another limb to make its attack of opportunity against the opponent making the sunder attempt. Severing one of a giant squid's tentacles deals 5 points of damage to the creature. A giant squid usually withdraws from combat if it loses five tentacles. The creature regrows severed limbs in 1d10+10 days.
Improved Grab (Ex): To use this ability, a giant squid must hit an opponent of any size with a tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict. *A giant squid has a +4 racial bonus on grapple checks.
Ink Cloud (Ex): A giant squid can emit a cloud of jet-black ink 20 feet high by 20 feet wide by 20 feet long once per minute as a free action. The cloud provides total concealment, which the squid normally uses to escape a losing fight. All vision within the cloud is obscured.
Jet (Ex): A giant squid can jet backward once per round as a full-round action, at a speed of 320 feet. It must move in a straight line, but does not provoke attacks of opportunity while jetting.
Skills: A giant squid has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.