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Celestial Giant Squid

Giant Squid
NG Huge Magical Beast (extraplanar)
Init +3; Senses Darkvision 60, Low-light Vision; Listen +10, Spot +11

AC 17 (-2 size, +3 Dex, +6 natural), touch 11, flat-footed 14
hp 72 (12 HD); DR 10/magic
SR 17
Resist Acid, Cold and Electricity 10
Fort +9, Ref +11, Will +5
Speed swim 80
Melee 10 Tentacles +15 (1d6+8) and Bite +10 (2d8+4)
Space/Reach 15 ft./15 ft. (30 ft. with tentacle)
Base Atk +9; Grp +29
Atk Options Smite Evil 1/day (+12 damage)

Abilities Str 26, Dex 17, Con 13, Int 3, Wis 12, Cha 2
SQ Swim: 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.
Feats Alertness, Diehard, Endurance, Toughness (2)
Skills Listen +10, Spot +11, Swim +16
Constrict: A giant squid deals 1d6+8 points of damage with a successful grapple check.
Improved Grab: To use this ability, a giant squid must hit a creature 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.
Ink Cloud: A 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 and all vision within the cloud is obscured.
Jet: A 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.

CR 11

Encounter Treasure

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Race keywords: Giant Squid
Class keywords:
Sourcebooks: Monster Manual

— Contributed by Guild Lieutenant Guildmaster

 

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