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Mammoth SquidCreature 14


Uncommon​Gargantuan​Animal​Aquatic​
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 One Action +28 (+23, +18) to hit (reach 40, unarmed) 3d10+14 Bludgeoning
Tentacle One Action +28 (+24, +20) to hit (agile, reach 60, unarmed) 3d8+10 Bludgeoning
Beak One Action +28 (+23, +18) to hit (reach 20, unarmed) 3d12+14 Piercing

Capsize One Action (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 One Action

(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 Three Actions (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 Two Actions (move)

The mammoth squid moves up to 300 feet in a straight line through the water without triggering any reactions.

Thrashing Tentacles Two Actions

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 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.


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 petsβ€”or merely as yet another thing to feast upon.


Traits

Uncommon

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.

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.