Squid (CR 1)
AC: 16 (+3 Dex, +3 natural), touch 13, flat-footed 13
Hit Dice: 3d8 (13 hp)
Fort +3, Ref +6, Will +2
Speed: Swim 60 ft.
Space: 5 ft./5 ft.
Base Attack +2; Grapple +8*
Attack: Arms +4 melee
Full Attack: arms +4 melee and bite -1 melee
Damage: Arms 0, bite 1d6+1
Special Attacks/Actions: Improved grab
Abilities: Str 14, Dex 17, Con 11, Int 1, Wis 12, Cha 2
Special Qualities: Ink cloud, jet
Feats: Alertness; Endurance
Skills: Listen +7, Spot +7, and Swim +10
Advancement: 4-6 HD (Medium-size); 7-11 HD (Large)
Climate/Terrain: Temperate aquatic
Organization: Solitary or school (6-11)
Improved Grab (Ex): To use this ability, the squid must hit with its arms attack. If it gets a hold it automatically deals bite damage each round the hold is maintained.
Ink Cloud (Ex): A squid can emit a cloud of jet-black ink 10 feet high by 10 feet wide by 10 feet long once a minute as a free action. The cloud provides total concealment, which the squid normally uses to escape a losing fight. Creatures within the cloud suffer the effects of total darkness.
Jet (Ex): A squid can jet backward once a round as a double move action, at a speed of 240 feet.
Creatures with the aquatic subtype always have swim speeds and thus can move in water without making Swim checks. An aquatic creature can breathe underwater. It cannot also breathe air unless it has the amphibious special quality.