Vampire SquidCreature 0
Source Pathfinder Bestiary 2
Perception +7 (darkvision)
Languages none
Skills Athletics +4, Stealth +7
Str +0, Dex +3, Con +0, Int -4, Wis +3, Cha -2
AC 16; Fort +4; Reflex +8; Will +6;
HP 15
Speed 0 feet (swim 25 feet)
Resistances Cold 5
Beak
+7 (+2, -3) to hit (finesse, unarmed) 1d8 PiercingTentacles
+7 (+3, -1) to hit (agile, finesse) 1d6 BludgeoningGlowing Mucus

Frequency once per day
Requirements The vampire squid is in water
Effect The vampire squid ejects a cloud of bioluminescent mucus in a 15-foot cone. Non-squid creatures within the cloud must attempt a DC 16 fortitude save or become Sickened 1. The glowing mucus remains in the area for 1 minute, and any creature that ends its turn in the area must succeed at a DC 13 fortitude save or become Sickened 1.
Vampire squid are neither undead nor blood drinkers. Their name is instead inspired by their red eyes and the dark, cloak-like webbing between their arms. Living in the lightless depths of the ocean, the vampire squid can eject a cloud of bioluminescent mucus that nauseates predators.
Traits
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.
AnimalAn 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.
AquaticAquatic 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.