Size:
Gargantuan
Type:
Animal
Form:
cephalopodan
Temper:
predatory
# App:
1
Lair:
Diet:
Combat Dice:
0
Hit Points:
0
Attack Rank:
0
Passive Defense:
0
Active Defense:
Damage Reduction:
0
Role:
brute
Ground:
± 120
Climb/Arboreal:
Flight:
Swim:
± 40'
Benthic:
Burrow:
Ethereal:
Actions/Abilities/Traits: Basic Fantasy
Actions/Abilities/Traits: Basic Fantasy
Offense
1 dagger or 1 spell
Circumstance: Combat
1 dagger or 1 spell
Special
Bite Attack
In order to bite a creature, the giant squid must hit with at least two tentacles first.
Special
Grab
Any time a giant squid hits with at least one tentacle per each 75 pounds of weight of its prey, it has grabbed it; unless the victim can find a way to resist (using whatever method the player might think of and whatever rolls the GM may choose), they will be pulled into the water and thus be in danger of drowning. Don't forget to account for the weight of armor worn!
Special
Ink Cloud
If a giant squid fails a morale check, it will squirt out a cloud of black "ink" 30' in diameter and then jet away at twice normal speed for 3d8 rounds. If a group fails a morale check they will move away in random directions in hopes that at least one will escape any pursuit.
Environments
aquatic-salt
Tremendous deep ocean dwellers with barbed tentacles and sharp-edged suckers
The giant squid dwells in the deep ocean. One can grow to a tremendous size, to a maximum of around 40 feet for females and 33 feet for males. The mantle of the giant squid is about 6½ feet long (more for females, less for males). Their tentacles are studded with barbs and sharp-edged suckers.
Members of any group of these creatures encountered are equally likely to be male or female. The GM may roll for this or may assign them as they see fit.
Basic Fantasy Role-Playing Game
Actions/Abilities/Traits: Basic Fantasy
Actions/Abilities/Traits: BECMI
Actions/Abilities/Traits: BECMI
Action
10 tentacles/1 bite
1-4(x10)/1-10
Actions/Abilities/Traits: BECMI
Actions/Abilities/Traits: OSE
Actions/Abilities/Traits: OSE
Environments
aquatic-salt
Action
small tentacle
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.
Action
large tentacle
8 * small tentacle (1d4 + constriction), 2 * large tentacle (1d4 + constriction or 1d10 hull damage), 1 * beak (1d10 or 2 hull damage)
Special
Grab crew
75% likely to grab crew from the deck and drag them underwater to be eaten.
Action
beak
8 * small tentacle (1d4 + constriction), 2 * large tentacle (1d4 + constriction or 1d10 hull damage), 1 * beak (1d10 or 2 hull damage)
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: OSE
Actions/Abilities/Traits: OSRIC
Actions/Abilities/Traits: OSRIC
Environments
Frequency:
Rare
aquatic-salt
Offense
9 Attacks
Circumstance: Combat
1d6 (×8)/5d4
Offense
Special Attacks
Circumstance: Combat
Constriction
Defense
Special Defenses
Circumstance: Combat
See below
Special
Constriction
Each tentacle that hits grabs its victim. Successive rounds do additional 2d6 crushing damage until victim is dead. Takes one round to eat dead victim.
Special
Tentacle Severing
The only way to get a squid to release its victim is to sever the tentacle by causing 10 hp damage to it.
Special
Ink Cloud
If the squid loses more than 3 arms it will release the ship and flee, releasing ink in the water leaving a cloud 60-ft deep by 80-ft wide.
Special
Grasp Effects
Those grasped: 25% both arms held (helpless), 50% one limb held (attack at -3 penalty), 25% both arms free (attack at -1 penalty).
Giant, ten-armed cephalopods. Two of the ten arms are larger, and may be used to attack ships
These monsters live deep within the oceans at depths few can reach. Occasionally they will surface to attack a passing ship. When these squid attack they will attach themselves with two tentacles to the ship. This leaves the other eight tentacles free to go after the crew. When the squid has picked the ship clean it will crush the hull and drag the wreckage to its lair.
A giant squid's body is protected by a tough shell (AC 3), but its tentacles and head is more vulnerable (AC 7). Each tentacle hits for 1d6 damage. With each successful hit it grabs its victim and holds it. With each successive round the tentacle does an additional 2d6 crushing damage until the victim is dead. It takes one round to eat its dead victim, then the tentacle is free to attack a new target. The squid's sharp beak bites for 5d4 damage. They only way to get a squid to release its victim is to sever the tentacle by causing 10 hp damage to it.
Those within the tentacle's grasp are 25% likely to have both arms held, and as such they are helpless. Most of the time (50%) they will have one limb held and are able to attack with a -3 penalty. The other 25% of the time the victim will both arms free and can attac
OSRIC
Actions/Abilities/Traits: OSRIC
Actions/Abilities/Traits: Pathfinder 2e
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
Actions/Abilities/Traits: Pathfinder 2e
Tremendous deep ocean dwellers with barbed tentacles and sharp-edged suckers
The giant squid dwells in the deep ocean. One can grow to a tremendous size, to a maximum of around 40 feet for females and 33 feet for males. The mantle of the giant squid is about 6½ feet long (more for females, less for males). Their tentacles are studded with barbs and sharp-edged suckers.
Members of any group of these creatures encountered are equally likely to be male or female. The GM may roll for this or may assign them as they see fit.
Basic Fantasy Role-Playing Game
Giant, ten-armed cephalopods. Two of the ten arms are larger, and may be used to attack ships. Dwell in the depths of the sea, only surface to find prey.
OSE
Giant, ten-armed cephalopods. Two of the ten arms are larger, and may be used to attack ships
These monsters live deep within the oceans at depths few can reach. Occasionally they will surface to attack a passing ship. When these squid attack they will attach themselves with two tentacles to the ship. This leaves the other eight tentacles free to go after the crew. When the squid has picked the ship clean it will crush the hull and drag the wreckage to its lair.
A giant squid's body is protected by a tough shell (AC 3), but its tentacles and head is more vulnerable (AC 7). Each tentacle hits for 1d6 damage. With each successful hit it grabs its victim and holds it. With each successive round the tentacle does an additional 2d6 crushing damage until the victim is dead. It takes one round to eat its dead victim, then the tentacle is free to attack a new target. The squid's sharp beak bites for 5d4 damage. They only way to get a squid to release its victim is to sever the tentacle by causing 10 hp damage to it.
Those within the tentacle's grasp are 25% likely to have both arms held, and as such they are helpless. Most of the time (50%) they will have one limb held and are able to attack with a -3 penalty. The other 25% of the time the victim will both arms free and can attac
OSRIC