Monster: Squipion

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The body of this monster resembles a dog-sized scorpion but it has long tentacles in place of pincers and a squid beak.

CR 1; XP 400

N Small Aberration (aquatic)
Init +2; Senses darkvision 60 ft., scent; Perception +6


AC 14, touch 13, flat-footed 12 (+2 Dex, +1 natural, +1  size)
hp 13 (2d8+4)
Fort +2, Ref +4, Will +4

Speed 30 ft., burrow 10 ft., swim 30 ft.
Melee 2 tentacles +2 (1d4 plus pull and grab)
Ranged ink splash +4 touch (blindness)
Space 5 ft.; Reach 5 ft. (10 ft. with tentacles)
Special Attacks nibbling beak, pull (tentacle, 5 ft.), strong pull

Str 10, Dex 14, Con 14, Int 2, Wis 13, Cha 7
Base Atk +1; CMB +0 (+4 to grab and pull maneuvers); CMD 12 (24 vs. trip)
Feats Lightning Reflexes
Skills Perception +6, Stealth +6, Swim +8
SQ amphibious, mud burrower


Environment warm aquatic, coastal, and swamp
Organization single, pair, or a pack (3–12)
Treasure incidental

Special Abilities

Ink Splash (Ex) A squipion's tail stinger lacks poison glands, instead allowing the creature to fire blobs of ink against targets within 60 feet. On a successful ranged touch attack, the ink splashes over the creature dazzling it for 1d4 rounds, or blinding for the same time if the target fails a Reflex saving throw (DC 13). The saving throw DC is Constitution-based.

Mud Burrower (Ex) A squipion have burrow speed of 10 feet, though only limited to wet mud and loose sand. A squipion can take a move action to hide within either, gaining +20 bonus to Stealth checks while still being capable of perceiving its surroundings.

Nibbling Beak (Ex) A squipion deals 2d6 points of damage with its squid-like beak on a successful grapple check made to maintain the hold.

Strong Pull (Ex) A squipion gains +4 racial bonus to pull maneuver combat checks.

Squipions are one of the many weird creatures of this world, appearing to be a crossbreed between a squid and a scorpion. They are patient predators, often hiding in sand or mud, closer in their intelligence to squids than scorpions.

There is a desert subspecies that lacks aquatic subtype, amphibious special quality, and swim speed, having instead climb speed of 30 ft., and being able to withstand extended periods of time without food or water.

Squipions grow their whole life and are capable of reaching enormous sizes, becoming even more terrifying predators.

Medium Squipion (CR 3); AC 15 (+2 Dex, +3 natural); hp 36 (4d8+16); Fort +5, Ref +5, Will +6; Melee 2 tentacles +6 (1d6+2, 15 ft. reach); Ranged +5 ink splash (DC 16); CMB +5 (+9 grab, pull); CMD 17 (29 vs. trip); Special nibbling beak (4d6), pull (10 ft.); Perception +9

Large Squipion (CR 7); AC 20 (+1 Dex, +10 natural, –1 size); hp 84 (8d8+48); Fort +8,  Ref +5, Will +10; Melee 2 tentacles +11 (2d6+5, 20 ft. reach); Ranged +6 ink splash (DC 20); CMB +12 (+16 grab, pull); CMD 22 (34 vs. trip); Special nibbling beak (8d6), pull (15 ft.); Perception +15

Huge Squipion (CR 11); AC 25 (+1 Dex, +16 natural, –2 size); hp 150 (12d8+96); Fort +12,  Ref +7, Will +14; Melee 2 tentacles +16 (4d6+8, 25 ft. reach); Ranged +8 ink splash (DC 24); CMB +19 (+23 grab, pull); CMD 34 (46 vs. trip);  Special nibbling beak (16d6), pull (20 ft.); Perception +21

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