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  SYSTEM REFERENCE DOCUMENT 3.5  
SQUID

 

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.

Combat

Improved Grab (Ex): 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.

Ink Cloud (Ex): 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.

Jet (Ex): 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.

Skills: 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

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