Mammoth SquidCreature 14
Source Pathfinder #218: Titanbane
Perception +26 (darkvision)
Languages none
Skills Athletics +31, Stealth +28
Str +8, Dex +2, Con +8, Int -4, Wis +3, Cha +3
AC 36; Fort +28; Reflex +22; Will +26;
HP 255
Speed 25 feet
Resistances Cold 15
Arm
+28 (+23, +18) to hit (reach 40, unarmed) 3d10+14 BludgeoningTentacle
+28 (+24, +20) to hit (agile, reach 60, unarmed) 3d8+10 BludgeoningBeak
+28 (+23, +18) to hit (reach 20, unarmed) 3d12+14 PiercingCapsize
(attack)The mammoth squid tries to capsize an adjacent aquatic vessel of its size or smaller. It must succeed at a DC 40 athletics check (reduce the DC by 10 for each size smaller the vessel is than the mammoth squid) or the pilot's Sailing Lore DC, whichever is higher.
Constrict
(2d12+14) bludgeoning, DC 34 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.
Crack Hull
(manipulate)Requirements The mammoth squid is within 20 feet of a capsized vessel
Effect The mammoth squid wraps its arms around the capsized vessel, then squeezes, causing the vessel's hull to splinter and crack. It inflicts 10d10 bludgeoning damage to the vessel (DC 34 fortitude save). This damage treats the vessel's Hardness as if it had half as much as usual, unless the vessel's Hardness is greater than the mammoth squid's level. If the vessel takes damage, all creatures on board the vessel take 5d10 piercing damage from splintering fragments (DC 31 reflex save).
Jet
(move)The mammoth squid moves up to 300 feet in a straight line through the water without triggering any reactions.
Thrashing Tentacles
The mammoth squid makes up to four Strikes, each with a different arm and against a different target. 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. If the squid attempts to Grab a creature it hits with one of these arm Strikes (after all Strikes are resolved), the squid gains a +4 circumstance bonus to its Athletics check.
Grab
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.
Not all stories of tentacled horrors the size of ships trace their origins to krakens. Many are linked instead to mammoth squid. While they rival krakens in size, mammoth squids have animal intellect and motivation, operating off of instinct and hunger rather than a willful urge to dominate lesser creatures. Thus, victims can't beg for their lives or bargain for peace, though a vast quantity of food might distract a mammoth squid.
Mammoth squids tend to live as solitary creatures in the deepest reaches of the ocean, and when they move against ships on the surface above, it is often the result of being pushed out of their territories by even more dangerous dwellers below, supernatural manipulation, or a compulsion to seek new domains when their deep hunting grounds are scarce of prey.
Other Squids
Squids are a well-known oceanic predator, but most are much smaller than the mammoth squid. Even the notorious giant squid is only a fraction of the mammoth squid's size. At the other end of the scale, beyond mere animalistic dangers of the depths, krakens often regard mammoth squids as pawns to train and manipulate as guardians or petsβor merely as yet another thing to feast upon.
Traits
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.
AnimalAn animal is a creature with a relatively low intelligence. It typically doesn't have an Intelligence attribute modifier over β4, can't speak languages, and can't be trained in Intelligence-based skills.
AquaticAquatic creatures are at home underwater. Their bludgeoning and slashing unarmed Strikes don't take the usual β2 penalty for being underwater. Aquatic creatures can breathe water but not air.