|Size/Type:||Medium Animal (Aquatic)|
|Hit Dice:||3d8 (13 hp)|
|Speed:||Swim 60 ft. (12 squares)|
|Armor Class:||16 (+3 Dex, +3 natural), touch 13, flat-footed 13|
|Attack:||Arms +4 melee (0)|
|Full Attack:||Arms +4 melee (0) and bite -1 melee (1d6+1)|
|Space/Reach:||5 ft./5 ft.|
|Special Attacks:||Improved grab|
|Special Qualities:||Ink cloud, jet, low-light vision|
|Saves:||Fort +3, Ref +6, Will +2|
|Abilities:||Str 14, Dex 17, Con 11, Int 1, Wis 12, Cha 2|
|Skills:||Listen +7, Spot +7, Swim +10|
|Organization:||Solitary or school (6-11)|
|Advancement:||4-6 HD (Medium); 7-11 HD (Large)|
These free-swimming mollusks are fairly aggressive. They are more feared than sharks in some locales.
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 losing fight. All vision within the cloud is obscured.
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.
A squid has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line