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Giant Squid

Giant, ten-armed cephalopods. Two of the ten arms are larger, and may be used to attack ships

aquatic giant cephalopod neutral

Old-School Essentials Classic Fantasy

OSE

Armor Class7 [12]
Hit Dice6 (27hp)
Number Appearing0 (1d4)
Attacks8 × small tentacle (1d4 + constriction), 2 × large tentacle (1d4 + constriction or 1d10 hull damage), 1 × beak (1d10 or 2 hull damage)
THAC014 [+5]
Movement120' (40')
Saving ThrowsD12 W13 P14 B15 S16 (3)
Morale7
AlignmentNeutral
XP275
Treasure TypeV
Giant, ten-armed cephalopods. Two of the ten arms are larger, and may be used to attack ships. Dwell in the depths of the sea, only surface to find prey.

Special Abilities

Crush boats: 25% likely to wrap the 2 large tentacles around a boat, doing 1d10 hull damage per tentacle. When the large tentacles are grappling a boat, in subsequent rounds, the beak inflicts 2 points of hull damage automatically.
Grab crew: 75% likely to grab crew from the deck and drag them underwater to be eaten.
Constriction: Tentacles grab and constrict after a hit. 1d4 automatic damage per round.
Severing tentacles: Requires a hit that inflicts 6 or more damage (8 small tentacles) or 10 or more damage (2 large tentacles).
Ink cloud: When escaping, can emit a cloud of black ink (60’ diameter) and jet away at 3 times normal speed. Maximum twice a day.
Gargantuan specimens: Two or three times larger can be encountered.
Copyright 2017-2019 Gavin Norman. Open Game License v1.0a. License

Other Sources

OSRIC
Armor Class3/7
Hit Dice12
Number Encountered1
Attacks9
Damage1d6 (×8)/5d4
Move180-ft swimming
AlignmentNeutral
IntelligenceNon-
XP7/2,000+16/hp
SizeLarge
FrequencyRare
Lair40%

These monsters live deep within the oceans at depths few can reach. Occasionally they will surface to attack a passing ship. When these squid attack they will attach themselves with two tentacles to the ship. This leaves the other eight tentacles free to go after the crew. When the squid has picked the ship clean it will crush the hull and drag the wreckage to its lair.

A giant squid’s body is protected by a tough shell (AC 3), but its tentacles and head is more vulnerable (AC 7). Each tentacle hits for 1d6 damage. With each successful hit it grabs its victim and holds it. With each successive round the tentacle does an additional 2d6 crushing damage until the victim is dead. It takes one round to eat its dead victim, then the tentacle is free to attack a new target. The squid’s sharp beak bites for 5d4 damage. They only way to get a squid to release its victim is to sever the tentacle by causing 10 hp damage to it.

Those within the tentacle’s grasp are 25% likely to have both arms held, and as such they are helpless. Most of the time (50%) they will have one limb held and are able to attack with a -3 penalty. The other 25% of the time the victim will both arms free and can attack the squid with only a -1 penalty.

If the squid looses more then 3 arms it will release the ship and flee. As it does the monster will release ink in the water leaving a cloud 60-ft deep by 80-ft wide.

Special Abilities

Constriction: Each tentacle that hits grabs its victim. Successive rounds do additional 2d6 crushing damage until victim is dead. Takes one round to eat dead victim.
Tentacle Severing: The only way to get a squid to release its victim is to sever the tentacle by causing 10 hp damage to it.
Ink Cloud: If the squid loses more than 3 arms it will release the ship and flee, releasing ink in the water leaving a cloud 60-ft deep by 80-ft wide.
Grasp Effects: Those grasped: 25% both arms held (helpless), 50% one limb held (attack at -3 penalty), 25% both arms free (attack at -1 penalty).