Actions/Abilities/Traits: (OSR)
Action
10 tentacles/1 bite
1-4(x10)/1-10
Action
small tentacle
8 * small tentacle (1d4 + constriction), 2 * large tentacle (1d4 + constriction or 1d10 hull damage), 1 * beak (1d10 or 2 hull damage)
Action
large tentacle
8 * small tentacle (1d4 + constriction), 2 * large tentacle (1d4 + constriction or 1d10 hull damage), 1 * beak (1d10 or 2 hull damage)
Action
beak
8 * small tentacle (1d4 + constriction), 2 * large tentacle (1d4 + constriction or 1d10 hull damage), 1 * beak (1d10 or 2 hull damage)
Special
Crush boats
25% likely to wrap the 2 large tentacles around a boat, doing 1d10 hull damage per tentacle. When the large tentacles are grappling a boat, in subsequent rounds, the beak inflicts 2 points of hull damage automatically.
Special
Grab crew
75% likely to grab crew from the deck and drag them underwater to be eaten.
Special
Constriction
Tentacles grab and constrict after a hit. 1d4 automatic damage per round.
Special
Severing tentacles
Requires a hit that inflicts 6 or more damage (8 small tentacles) or 10 or more damage (2 large tentacles).
Special
Ink cloud
When escaping, can emit a cloud of black ink (60' diameter) and jet away at 3 times normal speed. Maximum twice a day.
Special
Gargantuan specimens
Two or three times larger can be encountered.
Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Constrict
1d10+10 bludgeoning, DC 25
Ability
Jet
(move) The giant squid moves up to 200 feet in a straight line through the water without triggering any reactions.
Ability
Ravenous Embrace
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.
Offense
Melee
Circumstance: combat round (melee)
beak +21 [+16/+11], Damage 2d12+11 piercing
Trait
Animal
An animal is a creature with a relatively low intelligence. It typically doesn't have an Intelligence ability modifier over -4, can't speak languages, and can't be trained in Intelligence-based skills.
Trait
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.
Perception
darkvision
Resistance
cold 10