Fiendish Squid CR 1
Always LE Medium Magical Beast (Extraplanar)Init ; Senses darkvision 60 ft., low-light vision; Listen +7, Spot +7
Languages —
AC 16 (+3 Dex, +3 natural), touch 13, flat-footed 13
hp 3d8 (13 hp)
Fort Ref Will
Speed swim 60 ft. (12 squares)
Space/Reach 5 ft./5 ft.
Base Atk +2; Grp +4*
Melee arms () and bite ()
Attack Options Improved grab, Smite good
SQ darkvision 60 ft., Ink cloud, jet, low-light vision, resistance to cold 5 and fire 5, SR 8
Abilities Str 14, Dex 17, Con 11, Int 3, Wis 12, Cha 2
Feats Alertness, Endurance
Skills Listen +7, Spot +7, Swim +10
Advancement 4–6 HD (Medium); 7–11 HD (Large)
Environment Any evil-aligned plane
Organization Solitary or school (6–11)
Treasure None
Aquatic: May be summoned only into an aquatic or watery environment.
Summon Monster: Summon Monster II (aquatic only)
Smite Good (Su): Once per day, this creature can make a normal melee attack to deal +3 extra damage against an good foe.
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 fight. Creatures within the cloud are considered to be in darkness.
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 take 10 on a Swim check.
Fiendish template: Applied to the base creature (see Fiendish Creature). Animals and vermin become magical beasts; Intelligence is at least 3; darkvision 60 ft.; energy resistance, DR, and SR by Hit Dice; natural weapons count as magic for overcoming DR when the creature has DR.
These free-swimming mollusks are fairly aggressive. They are more feared than sharks in some locales.
Open Game Content · Monster entry · Fiendish Creature · Summon Monster II.