Underwater Monster Specification

Giant Squids

Typical Monster Level ("ML"): 7 to 18

Typical Number Encountered: 1

Usual Alignment(s): E/C

Description: giant-sized squid

Habitat: Diving , Seabed, Surface

Language: none

Chars: Co 3d12, Wp d12

Movement:

Rate Melee Travelling
Swim in sea at up to 12 ft/sec 8 mph
Dart to attack at 16 ft/sec n/a

Fighter Abilities:

ML/3, FRU AMR    D = 25 + (5ML) %    RD = 5 + (5ML) %    5 + (5ML) HP

Attack Modes:

Beak @ A = 8ML %, DAM = 2dML.  Can be used to ram ships.

Tentacles @ A = 8ML %, DAM = d8 + 12.5% chance per DAM dealt before ADS that will grasp victim.  In each subsequent AMR roll d8 General Damage.  May release at will (doesn't use an AMR), or will drop if takes any Effect of Specific Damage.  Grasped victim cannot move arms (e.g. to attack or cast Spells).  Larger Giant Squids will grapple ships and drag them underwater.

HitLoc Table:

HitLoc Area

Front

Side / Above / Below

Rear

Mantle

n/a

01 to 60

01 to 60

Head 01 to 30 91 to 120 n/a

Tentacles (*12)

31 to 120

61 to 200

n/a

ADS:

HitLoc Area

1 2 3 4 5 6 7 8 9 0

Mantle

2 1 1 0 0 0 0 1 1 2
Head 2 1 0 0 4 4 0 0 1 2

Tentacles

2 2 1 1 0 0 1 1 2 2

Effects of Specific Damage:

Hit Loc Area %age HP Damage taken Effects
Mantle 60% Co check vs Death/MR, Bleed 5%/MR
  120% Death
Head 20% Stunned, Co check vs Death
  40% Death
Tentacles (*12) 25% Co check vs Tentacle Crippled: each Tentacle Crippled or Severed reduces movement rate by 8%
  50% Tentacle Crippled, Co check vs Tentacle Severed
  75% Tentacle Severed

Bleeding effects from Crippling, Severance and Decapitation are as for People.

Thievish Abilities:

M on Th Activities:

Defensive ThL = ML/2, FRU

Other Abilities / Powers / Notes:

  1. A vicious predator, its favoured delicacy being Whales.  Often attacks ships, mistaking them for whales on the surface.  Individual swimmers are usually ignored, unless they come from a ship that has been attacked.
  2. Salt Water Breathing.
  3. Can eject an Ink Cloud of LI -2 in a 4ML ft Radius using an AMR to confuse attackers and cover its retreat.  Recharges in 8 sec.
  4. Tire easily: 50% chance of withdrawing after 3MR, increasing by 5% after each subsequent MR.  If take <= 12 DAM, 33% chance will return to lair (on first occasion only), otherwise enraged and chance of withdrawing is halved (FRD).

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