Giant Vampire Squid

(Generated 42 times)
Namelist None
Monster island
Rank Veteran
Race Giant Octopus
Cult rank None
Notes +3 AP Giant form of vampire squid. From wikipedia: "If disturbed, it will curl its arms up outwards and wrap them around its body, turning itself inside-out in a way, exposing spiny projections.[15] If highly agitated, it may eject a sticky cloud of bioluminescent mucus containing innumerable orbs of blue light from the arm tips. This luminous barrage, which may last nearly 10 minutes, would presumably serve to dazzle would-be predators and allow the vampire squid to disappear into the blackness without the need to swim far. The glowing ink is also able to stick to the predator, creating what is called a burglar alarm (making the vampire squid's predator more visible to secondary predators)". The cloud is blinding if it succeeds Combat Style vs Defender evade (capped by swim)
STR 2d6+6
CON 2d6+6
SIZ 2d6+6
DEX 3d6+12
POW 3d6
D20Hit locationArmor
01-02 Tentacle 1 2
03-04 Tentacle 2 2
05-06 Tentacle 3 2
07-08 Tentacle 4 2
09-10 Tentacle 5 2
11-12 Tentacle 6 2
13-14 Tentacle 7 2
15-16 Tentacle 8 2
17-18 Body 2
19-20 Head 2
Movement 8
Natural armor Yes

Non-random features

Ability ***Swimmer*** Automatically succeeds in everyday moving and manoeuvring whilst swimming unless attempting an unusually difficult task. May substitute the Swim skill for Athletics and Evade rolls whilst in water (Mythras Core 214-218)
Ability ***Regenerate*** The creature is able to regenerate Hit Points lost to damage. The speed of regeneration varies depending upon the creature. Default is 1 HP / Location / Round (not turn). Unless specifically noted, regeneration does not replace lost limbs, and the severing of a vital location (head, chest or abdomen) will still result in death
Ability ***Grappler*** Successful attack = Grapple + damage. Parried attack = Grip vs opponent limb or Pin Weapon on weapon. Uses brawn to resist victim breaking free. (Mythras Core 214-218)
Ability ***Formidable Natural Weapons*** - Can actively parry or deflect attacks using its natural weapons. (Mythras Core 214-218)
Ability ***Camouflaged*** Attempts to spot suffer a penalty to Perception of two difficulty grades.
Ability ***Aquatic*** Breathes water. If taken out of water and their breathing organs allowed to dry out, begin to suffocate after their CON in minutes if remaining passive or half that time if moving or fighting. (Mythras Core 214-218)
Ability ***Gas Cloud*** The Gas Cloud covers a cone CON / 2 in metres. width of the cone is one quarter of the CON. Any in the cone will suffer the effect. A creature can only emit gas cloud once in a specified time period (usually once per hour or once per day). Further attempts to emit within this time require the creature to pass Endurance rolls with each roll becoming one grade harder, or suffer a level of Fatigue. Gas cloud can be corrosive or poisonous. If poisonous then roll roll Endurance vs Endurance or breathes the poison.

Standard skills

Athletics STR+DEX Brawn STR+SIZ+55 Endurance CON+CON+49
Evade DEX+DEX+52 Perception INT+POW+40 Stealth DEX+INT+55
Swim STR+CON+60 Willpower POW+POW+47

Combat styles

Blinding Doom from the Depths (Tentacles, Beak, Blinding cloud) STR+DEX+40

Weapon options

1-handed weapons

Amount: 2
Beak (1)
Tentacles (1)

2-handed weapons

Amount: 0

Ranged weapons

Amount: 1
Blinding Biolumenescent Cloud (1)


Amount: 0

Custom weapons

Name Type Damage Size Reach Range SpecialFX Dam.
Beak 1h-melee 1d4 M T - Y Y 1 11 Head
Tentacles 1h-melee 0 L L - Grapple N Y 1 10 Body
Blinding Biolumenescent Cloud ranged - L VL - None N N 0 0