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Vampire Squid

Creature 0 — animal, aquatic

Pre-Remaster content. May include legacy alignment.

ShadeFlankerAQUATICanimalaquatic

Vampire squid are neither undead nor blood drinkers. Their name is instead inspired by their red eyes and the dark, cloak-like webbing between their arms. Living in the lightless depths of the ocean, the vampire squid can eject a cloud of bioluminescent mucus that nauseates predators.

Source: pathfinder-bestiary-2 (Pre-Remaster)

Perception +7; darkvision
Skills athletics +4, stealth +7
Str
+0
Dex
+3
Con
+0
Int
-4
Wis
+3
Cha
-2
AC 16 Fort +4 Ref +8 Will +6
HP 15
Resistances cold 5
Speed 0 feet, swim 25 feet

Offense

Melee Beak (finesse, unarmed) +7, Damage 1d8 piercing
Melee Tentacles (agile, finesse) +7, Damage 1d6 bludgeoning

Abilities

Glowing MucusFrequency once per day

Requirements The vampire squid is in water

Effect The vampire squid ejects a cloud of bioluminescent mucus in a 15-foot cone. Non-squid creatures within the cloud must attempt a DC 16 Fortitude save or become Sickened 1. The glowing mucus remains in the area for 1 minute, and any creature that ends its turn in the area must succeed at a DC 13 Fortitude save or become Sickened 1.

WORKS WELL WITH

AnvilAQUATICA front-line blocker holds a channel while this ambush predator strikes from concealment and slips away.
SnareAQUATICA controller that pins a target in place gives the finesse-based tentacle attacks a reliable opening.
CrasherAQUATICA hard hitter finishes off a target disoriented by the bioluminescent cloud before it can recover.

PUNISHES

✖ clumping✖ ranged reliance
This creature is water-locked and cannot contribute to any land-bound portion of an encounter.
Works well with · Punishes · Pairing advice Unlock with Tactics

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Stat block data sourced from the Foundry VTT PF2E system under the Apache License 2.0. Source book: Pathfinder Bestiary 2.

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