Squid

Medium Animal (Aquatic) — CR 1

Monster Manual v.3.5 (MM), p. 281Updated 3.5

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

Improved GrabInk CloudJetLow-Light Vision

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.