Dire Vampire Squid
Medium Animal (Aquatic)
Hit Dice: 4d8 (18 hp)
Initiative: +1
Speed: Swim 20 ft. (4 squares)
Armor Class: 15 (+1 Dex, +4 Natural), touch 11, flat-footed 14
Base Attack/Grapple: +3/+7
Attack: Grab +7 (Grapple)
Full Attack: Grab +7 (Grapple)
Space/Reach: 5 ft./5 ft.
Special Attacks: Disorienting Display, Improved Grab, Beak
Special Qualities: Low Light Vision, Immunities, Hide in Plain Sight, Mucus Burst, Blindsense, Burst of Speed, Limb Regeneration, Amorphous Body
Saves: Fort +4, Ref +5, Will +2
Abilities: Str 10, Dex 12, Con 11, Int 1, Wis 12, Cha 2
Skills: Escape Artist +10, Hide +10, Spot +6, Swim +8
Feats: Ability Focus (Disorienting Display),
Environment: Warm or Temperate Aquatic
Organization: Solitary
Challenge Rating: 2
Treasure: None
Alignment: Always Neutral
Advancement: ---
Level Adjustment: ---
"We got hired to find Vampire Squid? Ah don't like this Abner. Ah don't like this at all."
"Relax. It's not a Vampire they just call it that."
"So it's some freaky bloodsucker?"
"Um..no. No it doesn't suck blood.
"Is it dead?"
"Um...well...no. No it's alive. Ah think."
"Well then why the hell is it called a Vampire?"
"Look ah just agree to kill tha stuff for money, someone else works out the details."
"Abner?"
"Sigh...yes Bert?".
Ah cain't swim."
Dire Vampire Squid are larger, possibly more primitive versions of their deep sea cousins.
Disorienting Display (Ex): The Vampire Squid can put on a disorienting light show as a Standard Action. Opponents within 30' that can see it must make a DC 14 Willpower Save (Save DC is Constitution Based) or be Fascinated for 1d6 rounds. If the opponent rolls a natural "1" on it's Saving Throw or has an Intelligence of 3 or less, it becomes Frightened instead.
Improved Grab (Ex): The Vampire Squid may attempt a Grapple check without provoking an attack of opportunity against any creature it's size class or smaller. If successful it uses it's beak to cut into it's prey as long as it can maintain the hold.
Beak (Ex): The Dire Vampire Squid does 2d6 damage with a successful Grapple Check.
Immunities (Ex): Dire Vampire Squid are immune to the pressures of deep sea waters, and can breathe normally in water that has so little oxygen content that other gilled animals would die in it. The Dire Vampire Squid gains a +4 Racial Bonus on all Fortitude Saves to avoid starvation.
Hide in Plain Sight (Ex): At the upper end of the waters inhabited by Dire Squid creatures swimming in the waters above can be seen as dimly moving shadows in the blue light. The Vampire Squid can swim at the top edge of this zone and cause it's underside to glow, matching the light above and concealing it from other predators like itself below. In this small instance the Dire Vampire Squid has the Camouflage and Hide in Plain Sight abilities listed in page 48 of the PHB.
Mucous Burst (Ex): Once per Minute as a Free Action the Dire Vampire Squid can emit a 10'x10'x10' cloud of phosphorescent mucous. This cloud provides total concealment, which the squid uses to escape a losing fight. Due to it's brightly luminous nature it affects creatures with Light Sensitivity as though they had been exposed to bright light.
Blindsense (Ex): While it is in the water the Vampire Squid has the equivalent of Blindsight 30'.
Burst of Speed (Ex): The Dire Vampire Squid can temporarily increase it's Swim speed to 50', but it only lasts for 3 rounds plus 1 round per point of Constitution Modifier, after which the DVS is Fatigued until it can rest for an hour. The DVS cannot use this ability while it is Fatigued or Exhausted.
Limb Regeneration (Ex): If the Vampire Squid loses a limb it may regenerate it within 1d4 weeks.
Amorphous Body (Ex): The Vampire Squids body is amazingly elastic, and almost jelly like. It can squeeze through spaces as though it were 2 Size Classes Smaller than it is.
Skills: Dire Vampire Squid have a +8 Racial Bonus to Swim Checks, and can Always Take 10 on a Swim Check. They also have a +8 Racial Bonus to Escape Artist and Hide Checks. Due to it's multiple limbs the Dire Vampire Squid also gains a +4 Racial Bonus to Grapple Checks.
Combat: The Dire Vampire Squid usually opens up with it's Disorienting Display before going for the grapple. If it's beak can't subdue the opponent it sprays it with mucous before fleeing.