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) 1d8 Piercing
Tentacles +7 (+3, -1) to hit (agile, finesse) 1d6 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.
Glowing MucusFrequency 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.