Size/Type: | Medium Animal (Aquatic) |
---|---|
Hit Dice: | 3d8 (13 hp) |
Initiative: | +3 |
Speed: | Swim 60 ft. (12 squares) |
Armor Class: | 16 (+3 Dex, +3 natural), touch 13, flat-footed 13 |
Base Attack/Grapple: | +2/+8* |
Attack: | Arms +4 melee (0) |
Full Attack: | Arms +4 melee (0) and bite -1 melee (1d6+1) |
Space/Reach: | 5 ft./5 ft. |
Special Attacks: | Improved grab |
Special Qualities: | Ink cloud, jet, low-light vision |
Saves: | Fort +3, Ref +6, Will +2 |
Abilities: | Str 14, Dex 17, Con 11, Int 1, Wis 12, Cha 2 |
Skills: | Listen +7, Spot +7, Swim +10 |
Feats: | Alertness, Endurance |
Environment: | Temperate aquatic |
Organization: | Solitary or school (6-11) |
Challenge Rating: | 1 |
Advancement: | 4-6 HD (Medium); 7-11 HD (Large) |
Level Adjustment: | — |
These free-swimming mollusks are fairly aggressive. They are more feared than sharks in some locales.
To use this ability, a squid must hit an opponent of any size with its arms 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 automatically deals bite damage. *A squid has a +4 racial bonus on grapple checks.
A squid can emit a cloud of jet-black ink 10 feet high by 10 feet wide by 10 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.
A squid can jet backward once per round as a full-round action, at a speed of 240 feet. It must move in a straight line, but does not provoke attacks of opportunity while jetting.
A 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