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Giant SquidCreature 9


HugeAnimalAquatic
Source Pathfinder Bestiary 2
Perception +21 (darkvision)
Languages none
Skills Athletics +20, Stealth +18
Str +7, Dex +3, Con +4, Int -4, Wis +6, Cha -2

AC 28; Fort +15; Reflex +18; Will +21;
HP 155
Speed 0 feet (swim 40 feet)
Resistances Cold 10

Beak One Action +21 (+16, +11) to hit (unarmed) 2d12+11 Piercing
Barbed Tentacles One Action +21 (+17, +13) to hit (agile, reach 25) 2d10+11 Slashing
Arm One Action +21 (+17, +13) to hit (agile, reach 10) 2d8+11 Bludgeoning

Constrict One Action

(1d10+10) bludgeoning damage, DC 25 fortitude


The monster deals the listed amount of damage to any number of creatures Grabbed or Restrained by it. Each of those creatures can attempt a basic Fortitude save with the listed DC.

Jet Two Actions (move)

The giant squid moves up to 200 feet in a straight line through the water without triggering any reactions.

Ravenous Embrace Two Actions

The giant squid makes up to four arm Strikes, each with a different arm and against a different target. The giant squid then makes a beak Strike against one creature that it Grabbed during Ravenous Embrace. Each arm Strike counts separately for the squid's multiple attack penalty, but the penalty doesn't increase until the squid has made all of its arm Strikes; the beak Strike uses the multiple attack penalty as normal.

Grab One Action

Requirements The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature Grabbed or Restrained


Effect If used after a Strike, the monster attempts to [/act grapple] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.

The monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn.

Improved Grab Free Action

Trigger The monster's last action was a successful Strike that lists Improved Grab in its damage entry, or the monster has a creature Grabbed or Restrained


Effect If used after a Strike, the monster attempts to [/act grapple] the creature using the body part it attacked with as a free action. This attempt neither applies nor counts toward the creature's multiple attack penalty.

The monster can instead use Improved Grab as an action and choose one creature it's grabbing or restraining with an appendage that has Improved Grab to automatically extend that condition to the end of the monster's next turn.


Dwelling deep within the oceans, this huge cephalopod grows up to 45 feet in length and can weigh up to 600 pounds. Its arms and tentacles are lined with hundreds of hooks and suckers, allowing it to seize its prey with ease.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Animal

An animal is a creature with a relatively low intelligence. It typically doesn't have an Intelligence attribute modifier over –4, can't speak languages, and can't be trained in Intelligence-based skills.

Aquatic

Aquatic creatures are at home underwater. Their bludgeoning and slashing unarmed Strikes don't take the usual –2 penalty for being underwater. Aquatic creatures can breathe water but not air.