Squid, Giant Ice Element* (CR 11)

Huge Elemental (Air, Aquatic, Cold, Extraplanar, and Water)
Alignment: Neutral
Initiative: +5 (Dex); Senses: darkvision 60 ft., Listen +10, and Spot +11

AC: 19(-2 size, +5 Dex, +6 natural) touch 13, flat-footed 14
Hit Dice: 12d8+18 (72 hp)
Fort +9, Ref +13, Will +5
Speed: swim 80 ft.
Space: 15 ft./15 ft. (30 ft. with tentacle)
Base Attack +9; Grapple +29
Attack: 10 tentacles +15 melee and bite +10 melee
Damage: 10 tentacles 1d6+8 plus 2d6 cold and bite 2d8+4 plus 2d6 cold
Special Attacks/Actions: chill, constrict (1d6+8 plus 2d6 cold), improved grab
Abilities: Str 26, Dex 21, Con 13, Int 1, Wis 12, Cha 2
Special Qualities: Elemental traits (immune to cold, critical hits, flanking, paralysis, petrification, poison, sleep effects, sneak attacks, stunning), jet, ink cloud, vulnerability to fire
Feats: Alertness, Diehard, Endurance, Toughness (2),
Skills: Listen +10, Spot +11, and Swim +16
Advancement: 13-18 HD (Huge); 19-36 HD (Gargantuan)
Climate/Terrain: Elemental Plane of Cold and Elemental Plane of Water
Organization: Solitary
Treasure: None

Source: Dragon #347


Chill (Ex): An ice element giant squid deals an additional 2d6 points of cold damage with its natural weapons.

Constrict (Ex): An ice element giant squid deals 1d6+8 points of damage plus 2d6 points of cold damage with a successful grapple check.

Improved Grab (Ex): To use this ability, an ice element giant squid must hit an opponent of any size with a tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict. An ice element giant squid has a +4 racial bonus on grapple checks.

Ink Cloud (Ex): A giant squid can emit a cloud of jet-black ink 20 feet high by 20 feet wide by 20 feet long once per minute as a free action. The cloud provides total concealment, which the squid normally uses to escape a losing fight. All vision within the cloud is obscured.

Jet (Ex): An ice element giant squid can jet backward once per round, as a full-round action, at a speed of 320 feet. It must move in a straight line, but it does not provoke attacks of opportunity while jetting.

Skills: An ice element giant squid 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.

Air Subtype

This subtype usually is used for elementals and outsiders with a connection to the Elemental Plane Air. Air creatures always have fly speeds and usually have perfect maneuverability (see the section on Movement).

Aquatic Subtype

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.

Cold Subtype

A creature with the cold subtype has immunity to cold. It has vulnerability to fire, which means it takes half again as much (+50%) damage as normal from fire, regardless of whether a saving throw is allowed, or if the save is a success or failure.

Extraplanar Subtype

A subtype applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. This book assumes that encounters with creatures take place on the Material Plane, and every creature whose native plane is not the Material Plane has the extraplanar subtype (but would not have when on its home plane). An extraplanar creatures usually has a home plane mentioned in its description. These home planes are taken from the Great Wheel cosmology of the D&D game (see Chapter 5 of the Dungeon Master's Guide). If your campaign uses a different cosmology, you will need to assign different home planes to extraplanar creatures.

Creatures not labeled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a transitive plane; the transitive planes in the D&D cosmology are the Astral Plane, the Ethereal Plane, and the Plane of Shadow.

Water Subtype

This subtype usually is used for elementals and outsiders with a connection to the Elemental Plane of Water. Creatures with the water subtype always have swim speeds and can move in water without making Swim checks. A water creature can breathe underwater and usually can breathe air as well.

This is a sample creature derived from a Template.