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Vampire Squid in Pathfinder 1e

Vampire SquidCR 1/2

This eerie-looking squid has red eyes and webbing between its hook-lined tentacles.


N Tiny Animal
Initiative: +2
Senses: darkvision 60 ft., low-light vision; Perception +1

Defense

AC: 14, touch 14, flat-footed 12 (+2 Dex, +2 size)
HP: 5 1d8+1
Fortitude: +3 Reflex: +6 Will: +1
Defensive Abilities: pressure adaption

Offense

Speed: 0 ft., swim 20 ft.
Melee: bite +0 (1d3–2) , tentacles +0 (grab)
Special Attacks: photopores
Space: 2-1/2 ft.
Reach: 0 ft.

Statistics

Str 6, Dex 15, Con 12, Int 2, Wis 13, Cha 3
Base Attack: +0 CMB: +0 CMD: 8
Feats:
Lightning Reflexes
Skills: Stealth +14 , Swim +10

Ecology

Environment: any oceans
Organization: solitary, pair, or school (3–8)
Treasure: none

Description

Special Abilities

Familiar The master of a vampire squid gains a +2 bonus on Reflex saves.   Photophores (Ex) Once per day as a standard action while underwater, the vampire squid can release a 15-foot cone of disorienting bioluminescent mucus from its photophores, illuminating the area with dim light. A creature within this shimmering cloud of blue light must succeed at a DC 11 Fortitude save or be dazzled for as long as it remains in the cloud and for 1 round thereafter. The cloud persists for 1d4+1 rounds. The save DC is Constitution-based.   Pressure Adaptation (Ex) A vampire squid takes no pressure damage from changes in water depth.   Tentacles (Ex) A vampire squid’s tentacles all strike as a single primary attack but only to grapple.  
The vampire squid—so called for its red eyes and cloak-like webbing—is a cephalopod from the lightless depths of the oceans. This eerie mollusk is covered in photophores, which it can use to create a defensive barrage of light when agitated.   A vampire squid can reach a total body length of up to 1 foot and weighs 1 pound.


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