An amphibious black squid, larger than a human. Uses its ability to walk on land in order to steal shiny things and bring them back to its lair. Sometimes called a “Belemnitida” by sages and other researchers. – Imban
Squidite (CR 5)
XP 1,600
N Large magical beast (Aquatic, Mini-Boss)
Init: +9; Senses low-light vision; Perception +16
DEFENSE
AC 19, touch 14, flat-footed 14 (+5 Dex, +5 natural, -1 size)
hp 126 [180] (6d10+30)
Fort +10, Ref +10, Will +6
Defensive Ability Ink Cloud (20-ft. radius)
DR 5/magic
Immune death effects, paralyzed, petrified, sleep, water; Resist earth 10, lightning 5
Weakness fire
OFFENSE
Speed 30 ft., swim 60 ft., jet 250 ft.
Melee bite +10 (1d8+5), 2 arms +10 (1d4+5 plus drain), 6 tentacles +5 (1d3+2 plus grab)
Space 10 ft.; Reach 10 ft. (20 ft. with arms and tentacles)
Special Attacks Blackness, constrict (3d6+7), Electrapulse
STATISTICS
Str 21, Dex 21, Con 21, Int 2, Wis 18, Cha 2
Base Atk +6; CMB +12 (+16 grapple); CMD 27 (35 vs. trip)
Feats Combat Reflexes, Improved Initiative, Skill Focus (Perception)
Skills Perception +16, Swim +13
SQ Extreme Durability, Water Dependency
SPECIAL ABILITIES
Blackness (Ex)
Once per minute as a standard action while not underwater, a squidite can squirt forth a blast of acidic, blinding ink at a single target within 60 feet as a ranged touch attack (+10), dealing 4d6 water damage and inflicting the Blinded status for 1d10+1 rounds. A DC 18 Fortitude save negates the status effect. This ability uses the same cooldown as ink cloud.
Drain (Su)
The suckers on a squidite’s arms drain the life force from living creatures, healing it for the amount of damage it deals with arm attacks.
Electrapulse (Su)
Once every 1d3 rounds as a standard action, a squidite can pulse forth deadly electricity towards a single target within 60 ft., dealing 3d6 lightning damage and inflicting the Static status as though from a 3rd-level spell, as well as a -3 penalty to all magical damage and healing, for 1d6 rounds. A DC 17 Reflex save halves the damage and negates both status effects.
Extreme Durability (Ex)
A squidite has double hit points and maximum rolls on its hit dice.
Ink Cloud (Ex)
A squidite can emit a 20-foot-radius cloud of ink once per minute as a free action while underwater. This cloud provides total concealment. The ink persists for 1 minute.
Water Dependency (Ex)
Squidites can survive out of the water for 1 hour per point of Constitution. Beyond this limit, a squidite runs the risk of suffocation, as if it were drowning.
ECOLOGY
Environment arctic
Organization solo or with 2 sparnas
Treasure triple