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Giant SquidCreature 9


NHugeAnimalAquatic
Source Pathfinder Bestiary 2
Perception +21 (darkvision)
Languages none
Skills Athletics +20, Stealth +18
Str +7, Dex +3, Con +4, Int -4, Wis +6, Cha -2

AC 28; Fort +15; Reflex +18; Will +21;
HP 155
Speed 0 feet (swim 40 feet)
Resistances Cold 10

Beak One Action +21 (+16, +11) to hit 2d12+11 Piercing
Barbed Tentacles One Action +21 (+17, +13) to hit (agile, reach 25) 2d10+11 Slashing
Arm One Action +21 (+17, +13) to hit (agile, reach 10) 2d8+11 Bludgeoning

Darkvision

A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

Constrict One Action

1d10+10 bludgeoning damage, DC 25 basic 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.

Jet Two Actions (move)

The giant squid moves up to 200 feet in a straight line through the water without triggering any reactions.

Ravenous Embrace Two Actions

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.

Grab One Action

Requirements The monster's last action was a success with a Strike that lists Grab in its damage entry, or it has a creature grabbed using this action.


Effect The monster automatically Grabs the target until the end of the monster's next turn. The creature is Grabbed by whichever body part the monster attacked with, and that body part can't be used to Strike creatures until the grab is ended. Using Grab extends the duration of the monster's Grab until the end of its next turn for all creatures grabbed by it. A grabbed creature can use the Escape action to get out of the grab, and the Grab ends for a grabbed creatures if the monster moves away from it.

Improved Grab Free Action

The monster can use Grab as a free action triggered by a hit with its initial attack. A monster with Improved Grab still needs to spend an action to extend the duration for creatures it already has Grabbed.


Dwelling deep within the oceans, this huge cephalopod grows up to 45 feet in length and can weigh up to 600 pounds. Its arms and tentacles are lined with hundreds of hooks and suckers, allowing it to seize its prey with ease.


Traits

Common

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.