Colossal Squid (5e Creature)
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Gargantuan beast, unaligned
Skills Perception +5, Stealth +6
Underwater Camoflauge. The squid has advantage on Dexterity (Stealth) checks made while underwater.
Water Breathing. The squid can only breathe underwater.
Shocking Grasp. Once per turn, the squid can use Shocking Grasp with one arm or tentacle for an additional 2d8 damage. If the attack hits, the target must make a DC 15 Con save. If the target is wearing metal armor, or is grappled, it has disadvantage on the save.
Regeneration. The colossal squid’s arms regain 15 hit points at the start of it’s turn. If the arm takes necrotic or radiant damage, this trait doesn’t function at the start of the colossal squid’s next turn. The arm will drop off if it starts it’s turn with 0 hit points and doesn’t regenerate. It will take 28 days for the colossal squid to regrow a lost arm. The body and tentacles of the colossal squid do not share this trait and must regain lost hit points normally.
Multiattack. The colossal squid makes six melee attacks; three with it’s arms, two with it’s tentacles and one with it’s beak.
Arms. Melee Weapon Attack: +9 to hit, reach 20 ft., one target. Hit: 18 (4d6 + 4) bludgeoning damage. With each successful attack, the arm can choose to grapple the target (escape DC 18). It will only grapple two targets at a time. It can release a grappled creature as a free action if it grapples another. If the squid takes damage equal or greater to 1/6 it’s total HP (41) to one arm in a single round, that arm will become instantly useless. If four arms become useless, it use a reaction to release an ink cloud and swim away. While it uses four arms to attack, it uses it’s other four to constrict objects of huge or larger size, releasing an arm from the constriction as needed to replace useless arms until it needs to flee.
Tentacles. Melee Weapon Attack: +9 to hit, reach 50 ft., one target. Hit: 14 (3d6 + 4) bludgeoning plus 7 (2d6) piercing damage and the target is grappled. It can It can release a grappled creature as a free action. If the squid takes damage equal or greater to 1/4 it’s total HP to one tentacle in a single round (62), it will become useless. If both tentacles become useless, it will release an ink cloud and swim away.
Beak. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 20 (3d10 + 4) slashing damage. If the target is a medium or smaller creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained, and the squid can’t bite another target.
Ink Cloud (Recharges on a 5-6). A 60-foot radius cloud of ink extends all around the squid if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. Any creature in the ink cloud must make a DC 15 Con save, or be poisoned for 1 day. After releasing the ink, the squid can use the Dash action as a bonus action.
The colossal squid can take 3 legendary actions, choosing from the list below. Only one legenday action can be used at a time and only at the end of another creature’s turn. The colassal squid regains spent legendary actions at the start of it’s turn.
Arm Slam. The colossal squid makes one arm attack to slam a target. In addition to the damage taken from the attack, the target is knocked prone and must make a DC 18 Constitution save or be stunned until the end of it’s next turn.
Tentacle Fling. One large or smaller object held or creature grappled by the colossal squid is thrown up to thirty feet in a random direction and knocked prone. If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 18 Dexterity save or take the same damage and be knocked prone.
Swallow. If the colossal squid has a medium or smaller creature grappled, whether in it’s beak, arm or a tentacle, it can swallow the creature whole, ending the grapple. If it has a creature in it’s beak, it must swallow that creature before attempting to swallow another in it’s tentacles. It can swallow no more than three living creatures at a time. While swallowed the creature is blinded and restrained, it has total cover against attacks and other effects outside of the colossal squid, and it takes 21 (6d6) acid damage at the start of each of the colossal squid’s turns. If the squid takes 15 damage or more on a single turn from creatures inside it, the squid must succeed on a DC 25 Constitution save at the end of that turn or regurgiate all swallowed creatures, which fall prone in a space within 10 feet of the squid. It will also automatically regurgitate any creatures if it loses four tentacles and flees, leaving the creatures in it’s Ink Cloud. If the squid dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone.
The giant squid is one of the most dangerous creatures a creature or ship can face in open water. It is rarely found near the surface, preferring to stay near it’s lair under the waves in deep parts of the water. It rarely attacks objects on the surface unless agitated or prey is scarce. It uses three arms and it's two feeding tentacles to attack while the remaining five arms wrap around it’s target.
It can make multiple attacks with it’s arms and tentacles while it uses it’s beak to tear open a ships hull. It continually secretes a watery slime from it’s skin, making it resistant to fire attacks. It uses it’s natural ability to generate electricity to quickly subdue it’s prey.
Few giant squid have been killed outright, since most attacks against them tend to be at their dangerous tentacles while the body remains beneath the surface, and once half it’s tentacles have been disabled or destroyed, it flees quickly. If pursued, it will use it’s remaining tentacles for defense, while continuing to attempt escape using it’s ink cloud and dash.
Giant Squids do not collect treasure, but it can be found scattered about the shipwrecks on the ocean floor near it’s lair.
When using a colossal squid in a combat encounter, it will be very helpful to keep track of whether damage is done to the arms (which regenerate) or the body or tentacles (which don’t). Regardless, the damage is the total for the colossal squid. If it loses 2/3 of it’s hit point total (164 or four arms worth), it will then attempt to flee.