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Horrors of the Far Realms
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<blockquote data-quote="demiurge1138" data-source="post: 1019560" data-attributes="member: 7451"><p>Can you say tentacles, children?<img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite8" alt=":D" title="Big grin :D" loading="lazy" data-shortname=":D" /> Note that the flavor text references Lovecraft. This is intentional.</p><p></p><p>Pseudosquid</p><p>Giant Pseudonatural (greater) Squid</p><p>Huge Outsider (Aquatic)</p><p>Hit Dice: 12d8 +108 (204 hp)</p><p>Initiative: +14</p><p>Speed: 160ft, jet 640ft</p><p>AC: 59 (-2 size, +10 Dex, +41 natural), touch 18, flat footed 49</p><p>Attacks: 15 tentacle rakes +44 melee</p><p>Damage: Tentacle rake 2d8+22</p><p>Face/Reach: 20ft/40ft</p><p>Special Attacks: Improved grab, rotting constriction 2d8+22, constant insight</p><p>Special Qualities: Alternate form, darkvision 60ft, DR 35/+8, electricity and acid resistance 30, ink cloud, jet, spell-like abilities, SR 60</p><p>Saves: Fort +17, Ref +19, Will +12 </p><p>Abilities: Str 55, Dex 31, Con 28, Int 3, Wis 26, Cha 5</p><p>Skills: Listen +14, Spot +14</p><p>Feats: Alertness, Cleave, Improved Initiative, Power Attack, Weapon Focus (tentacle rake)</p><p>Climate/Terrain: Any aquatic (Far Realm)</p><p>Organization: Solitary</p><p>CR: 22</p><p>Treasure: None</p><p>Alignment: Always chaotic neutral</p><p>Advancement: 13-18 HD (Huge), 19-36 HD (Gargantuan)</p><p>Sanity Cost: 1d10/1d20</p><p></p><p>Pseudosquids are descendants of giant squid and the maddening unrealities of the Far Realm. They are used by the most powerful cultists of Cthulhu in both rituals and assassinations.</p><p>A pseudosquid appears as a squid of great proportions, but instead of eight arms and two long tentacles, it has fifteen barbed, sucker tipped tentacles of great length. Instead of a beak, in the center of the tentacle mass is a lamprey-like mouth lined with small fangs. Its rubbery hide fluctuates color based on the creature’s moods: red represents anger, black represents fear (a rare color) and a pale green-gray represents contentment, usually derived by ripping a victim apart.</p><p>Pseudosquids cannot speak, but often vocalize with blasphemous snarls and howls.</p><p></p><p>Combat</p><p>Pseudosquids always fight to the death, and launch themselves into combat with little disregard to stealth, although they are smart enough to approach boats from below.</p><p></p><p>Constant Insight (Su): A pseudosquid makes all of its attack rolls and grapple checks with a +15 insight bonus, and ignores miss chances due to concealment.</p><p></p><p>Improved Grab (Ex): If a pseudosquid hits an opponent smaller than itself with a tentacle, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity (Standard grapple check +54)</p><p></p><p>Rotting Constriction (Ex): After a pseudosquid has grabbed an opponent, each subsequent grapple check it makes deals 2d8+22 damage and automatically deals 2d4 points of Constitution drain. At the same thime, the pseudosquid gains 10 hp.</p><p></p><p>Alternate Form (Su): At will, the pseudosquid can revert to its natural form, a writhing mass of rubbery tentacles woven together. Other creatures viewing this aberration of nature have a –1 morale penalty to their attack rolls against the pseudosquid in its alternate form.</p><p></p><p>Ink Cloud (Ex): A pseudosquid can emit a cloud of jet-black ink once every minute as a free action. The cloud fills a 40ft cube, only works underwater, and acts as total darkness. Creatures with darkvision cannot see through it. Pseudosquid use the ink cloud to blind enemies as it snatches them, as it is uneffected by it.</p><p></p><p>Jet (Ex):A pseudosquid can jet backwards once per round as a double move action, moving at the listed speed.</p><p></p><p>Spell-like abilities: At will: blur, dimension door, shield, unhallow Caster level 20th Save DC 8+caster level. </p><p></p><p>Demiurge out.</p></blockquote><p></p>
[QUOTE="demiurge1138, post: 1019560, member: 7451"] Can you say tentacles, children?:D Note that the flavor text references Lovecraft. This is intentional. Pseudosquid Giant Pseudonatural (greater) Squid Huge Outsider (Aquatic) Hit Dice: 12d8 +108 (204 hp) Initiative: +14 Speed: 160ft, jet 640ft AC: 59 (-2 size, +10 Dex, +41 natural), touch 18, flat footed 49 Attacks: 15 tentacle rakes +44 melee Damage: Tentacle rake 2d8+22 Face/Reach: 20ft/40ft Special Attacks: Improved grab, rotting constriction 2d8+22, constant insight Special Qualities: Alternate form, darkvision 60ft, DR 35/+8, electricity and acid resistance 30, ink cloud, jet, spell-like abilities, SR 60 Saves: Fort +17, Ref +19, Will +12 Abilities: Str 55, Dex 31, Con 28, Int 3, Wis 26, Cha 5 Skills: Listen +14, Spot +14 Feats: Alertness, Cleave, Improved Initiative, Power Attack, Weapon Focus (tentacle rake) Climate/Terrain: Any aquatic (Far Realm) Organization: Solitary CR: 22 Treasure: None Alignment: Always chaotic neutral Advancement: 13-18 HD (Huge), 19-36 HD (Gargantuan) Sanity Cost: 1d10/1d20 Pseudosquids are descendants of giant squid and the maddening unrealities of the Far Realm. They are used by the most powerful cultists of Cthulhu in both rituals and assassinations. A pseudosquid appears as a squid of great proportions, but instead of eight arms and two long tentacles, it has fifteen barbed, sucker tipped tentacles of great length. Instead of a beak, in the center of the tentacle mass is a lamprey-like mouth lined with small fangs. Its rubbery hide fluctuates color based on the creature’s moods: red represents anger, black represents fear (a rare color) and a pale green-gray represents contentment, usually derived by ripping a victim apart. Pseudosquids cannot speak, but often vocalize with blasphemous snarls and howls. Combat Pseudosquids always fight to the death, and launch themselves into combat with little disregard to stealth, although they are smart enough to approach boats from below. Constant Insight (Su): A pseudosquid makes all of its attack rolls and grapple checks with a +15 insight bonus, and ignores miss chances due to concealment. Improved Grab (Ex): If a pseudosquid hits an opponent smaller than itself with a tentacle, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity (Standard grapple check +54) Rotting Constriction (Ex): After a pseudosquid has grabbed an opponent, each subsequent grapple check it makes deals 2d8+22 damage and automatically deals 2d4 points of Constitution drain. At the same thime, the pseudosquid gains 10 hp. Alternate Form (Su): At will, the pseudosquid can revert to its natural form, a writhing mass of rubbery tentacles woven together. Other creatures viewing this aberration of nature have a –1 morale penalty to their attack rolls against the pseudosquid in its alternate form. Ink Cloud (Ex): A pseudosquid can emit a cloud of jet-black ink once every minute as a free action. The cloud fills a 40ft cube, only works underwater, and acts as total darkness. Creatures with darkvision cannot see through it. Pseudosquid use the ink cloud to blind enemies as it snatches them, as it is uneffected by it. Jet (Ex):A pseudosquid can jet backwards once per round as a double move action, moving at the listed speed. Spell-like abilities: At will: blur, dimension door, shield, unhallow Caster level 20th Save DC 8+caster level. Demiurge out. [/QUOTE]
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