Squid | CR 1 |
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Medium Animal (Aquatic) Init +3; Senses low-light vision; Listen +7, Spot +7 Languages — |
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AC 16, touch 13, flat-footed 13 hp 13 (3 HD) Fort +3, Ref +6, Will +2 |
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Speed swim 60 ft. Melee Arms +4 (0) and bite −1 (1d6+1) Space 5 ft.; Reach 5 ft. Base Atk +2; Grp +8* Atk Options improved grab Special Actions ink cloud, jet |
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Abilities Str 14, Dex 17, Con 11, Int 1, Wis 12, Cha 2 Feats Alertness, Endurance Skills Listen +7, Spot +7, Swim +10 Advancement 4-6 HD (Medium); 7-11 HD (Large) |
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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 |