|Size and Type||Medium Animal (Aquatic)|
|Hit Dice Count||3|
|Hit Dice||3d8 (13 hp)|
|Random Hit Points||3d8 - 0|
|Speed||Swim 60 ft. (12 squares)|
|Armor Class||16 (+3 Dex, +3 natural), touch 13, flat-footed 13|
Arms +4 melee (0)
Arms +4 melee (0) and bite -1 melee (1d6+1)
|Space/Reach||5 ft./5 ft.|
|Special Attacks||Improved grab|
Ink cloud, jet, low-light vision
|Saves||Fort +3, Ref +6, Will +2|
|Abilities||Str 14, Dex 17, Con 11, Int 1, Wis 12, Cha 2|
Listen +7, Spot +7, Swim +10
Solitary or school (6-11)
|Advancement||4-6 HD (Medium); 7-11 HD (Large)|
|Sources||System Reference Document|
Squid; CR 1; Medium animal (aquatic); HD 3d8; hp 13; Init +3; Spd Swim 60 ft. (12 squares); AC 16 (+3 dex, +3 natural), touch 13, flat-footed 13; Base Atk +2; Grp +8*; Atk +4 melee (0, arms); Full Atk +4 melee (0, arms) and -1 melee (1d6+1, bite); Space/Reach 5 ft./5 ft.; SA Improved grab; SQ Ink cloud, jet, low-light vision; AL N; SV Fort +3, Ref +6, Will +2; Str 14, Dex 17, Con 11, Int 1, Wis 12, Cha 2
Skills and Feats: Listen +7, Spot +7, Swim +10; Alertness, Endurance
These free-swimming mollusks are fairly aggressive. They are more feared than sharks in some locales.
Improved Grab (Ex): To use this ability, a squid must hit an opponent of any size with its arms attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and automatically deals bite damage. *A squid has a +4 racial bonus on grapple checks.
Ink Cloud (Ex): A squid can emit a cloud of jet-black ink 10 feet high by 10 feet wide by 10 feet long once per minute as a free action. The cloud provides total concealment, which the squid normally uses to escape a losing fight. All vision within the cloud is obscured.
Jet (Ex): A squid can jet backward once per round as a full-round action, at a speed of 240 feet. It must move in a straight line, but does not provoke attacks of opportunity while jetting.
Skills: A squid has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line
Source Copyright: System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.
The Open content displayed above has been reproduced with permission from the copyright holder.
Attacks: Arms +4 melee (0), or Arms +4 melee (0) and bite -1 melee (1d6+1)
feats: ALERTNESS, ENDURANCE, ,