Fiendish Squid (3.5e Creature)

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Fiendish Squid
Size/Type: Medium Magical Beast (Aquatic, Extraplanar)
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, Darkvision 60 ft., Resistance to cold, and fire 5, Spell resistance 8
Saves: Fort +3, Ref +6, Will +2
Abilities: Str 14, Dex 17, Con 11, Int 3, Wis 12, Cha 2
Skills: Listen +7, Spot +7, Swim +10
Feats: Alertness, Endurance
Environment: Temperate aquatic in an evil-aligned plane
Organization: Solitary or school (6–11)
Challenge Rating: 1
Treasure: None
Alignment: Always evil (any)
Advancement: 4–6 HD (Medium); 7–11 HD (Large)
Level Adjustment:
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These free-swimming mollusks are fairly aggressive. They are more feared than sharks in some locales.

COMBAT[edit]

Smite Good (Su): Once per day the creature can make a normal melee attack to deal extra damage equal to its HD total (maximum of +20) against a good foe.

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.

SEE WIKIPEDIA ENTRY: Squid



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