Demons of the Deeps [Archive] - Wizards Community

Post/Author/DateTimePost
The Vorpal Tribble

07-29-05, 04:18 PM
I made this creature over a year ago while still learning to do creatures, so thats why it may be familiar to some of you. I've redone a good deal of it and hopefully balanced it out.

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Squiqa

Distant in the dark of the muted deeps tiny, twinkling pinpoints of light twirl about as they come closer and closer. Right before you, within the pinpoints, trailing red lights start to spin into one another and slowly a pair of saucer-sized glowing eyes come into view. Just as you realize what you are seeing, they are blanked out as it whips up an apron of membranous skin, revealing row after row of curving spikes...

Medium Outsider (aquatic, chaotic, evil)
Hit-dice: 4d8+12 (32)
Initiative: +3
Speed: 40 ft. (swim)
Armor class: 18 (+3 dexterity, +5 natural), touch 13, flat-footed 15
Base attack/grapple: +4/+8
Space/reach: 5 ft./5 ft.
Attack: Claw +7 melee (1d4)
Full attack: 8 claws +7 melee (1d4), 2 Slams +5 melee (1d4)
Special Attacks: Blood drain, improved grab, light of the deeps
Special Qualities: Aquatic subtype, darkvision 120 ft., immunity to acid, poison and nausae, low-light vision, resistance to cold 10
Saves: Fort +7, Ref +7, Will +4
Abilities: Str 11, Dex 16, Con 17, Int 12, Wis 10, Cha 5
Skills: Autohypnosis +7, Escape Artist +20, Hide +16, Intimidate +4, Knowledge (arcana) +8, Knowledge (planes) +8, Spot +7, Survival +7, Swim +7
Feats: Mobility, Multiattack(B), Weapon Finesse
Environment: Cold or Temperate Aquatic
Organization: Pack 3-20
Challenge Rating: 5
Treasure: None
Alignment: Chaotic Evil
Advancement: --
Level Adjustment: 3-10 HD (medium), 11-18 (large), 19-26 (huge)

This squid-like demon has thick, gelatinous black skin covering a cone shaped body from which atop sprout narrow cupped fins giving the appearance of large ears. On either side of the body are dish-sized unblinking red eyes that glow with their own dim light. At the thickest part of the body, partially concealed by a great membranous flap of skin going all around its circumference just below the eyes, are eight slim, suction-cup arms tipped with curved claws and two tentacles ending in blunt grasping pads. On the underside of the flap are eight rows of downward curving spines. The small, raised bumps going down each arm glow with tiny dim lights. Surrounded by tentacles is a sharp, four-sided beak.

These vampiric squids originally hailed from the oceans of acid, blood and water found within the layers of the Abyss. A number surive upon the material plane, within the deepest of ocean trenches where no light penetrates and the pressure is horrendous, summoned by aquatic beings of great power.

Squiqas are about 5 feet tall, including the tentacles, and weigh around 95 lbs. They speak Aquan and Infernal.


Combat:
Vampire squids go about in packs, using their lights together to tempt large creatures to come closer to investigate. Once a deep sea monster comes close, they flap their ring of skin like a fin to hurl themselves towards it, and ram their sharp beak into the prey. To avoid being shaken off they then use their ridges and hooked arms to latch solidly into the flesh of the beast. There they stay for as long as possible, slowly sucking blood from their victim. If the prey is twice the size of a human or smaller they will merely gang up and wrap tentacles and arms around, ripping into the player with spikes and beak, snapping the chunks out of the water.

Blood Drain (Ex): On a successful grapple check the squids will plunge their beaks into their prey, dealing 1d8 damage. Each round they remain attached they drain 1d4 points of constitution.

Improved Grab (Ex): To use this ability, a squiqae must hit with at least three of its claw attacks. It can then attempt to start a grapple as a free action without provoking an attack of opportunity and use its Blood Drain. A squiqae gains a +4 bonus to grapple checks, which is already included in the statistics above.

Lattice of Spikes (Ex):On its turn as a free action the Squiqa can choose to forgo its claw attacks for the round by raising its flap of skin thats covered in protective barbs. In return, it receives a +3 bonus to its natural armor. Additionally, any opponent attacking with natural weapons or unarmed strikes takes 1d4 piercing damage from the barbs protruding from its underside.

Light of the Deeps (Sp): The light display of these demons together creates a hypnotic, telepathic effect that is harder to break the more squids that participate. It requires at least two to hypnotize. All creatures within 40 feet of a vampire squid must succeed at a DC 12 will save (plus 1 per squid after the minimal two) or stare blankly, Fascinated for 1d4 rounds per number of squids participating. If the victim is attacked he or she must make another save every round, or are considered helpless.
Opponents who successfully save cannot be effected again for a full minute. Once hypnotized, the squids unneeded in continuing the illumination will attack while the victim is helpless. This only works underwater and in very dim illumination.

Natural Camouflage (Ex):
When it keeps its lights dimmed a squiqae recieves a +6 bonus to hide checks thanks to the color of its murky skin.

Sensitivity to Light:
A sudden bright light will blind the squids for 2d4 rounds and abruptly cease their hypnotizing effects.

Skills:
A squiqae also can squeeze and contort its body fantastically, giving it a +10 racial bonus on Escape Artist checks.
A squiqae also 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.