Squid
Medium Animal (Aquatic) — CR 1
Squid is a D&D 3.5 monster from MM, p. 281. CR 1, HD 3d8 (13 hp).
- Hit Dice
- 3d8 (13 hp)
- Initiative
- +3
- Speed
- Swim 60 ft
- Armor Class
- 16, 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)
- STR
- 14
- DEX
- 17
- CON
- 11
- INT
- 1
- WIS
- 12
- CHA
- 2
- Fort / Ref / Will
- +3 / +6 / +2
- Challenge Rating
- 1
- Alignment
- Always Neutral
- Organization
- Solitary or school (6−11)
- Treasure
- None
- Environment
- Aquatic
- Level Adjustment
- —
Special Abilities
Feats
These free-swimming mollusks are fairly aggressive. They are more feared than sharks in some locales.
Description
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.