Sky Walkers «Aerosquid»

Reported By: unknown contributor in Dragon 98 - Ares Section June 1985 - GW2

Role: Unknown
Base Stock: Giant Squid

MCC Stat Block: Aerosquid 'Sky Walkers' (1): Init +10; atk 2 x tentacle slap melee +11 (1d20+6) and bite melee +11 (1d20+6) and 8 x tentacle grab-and-constrict melee +11 (1d10+6); AC 13; HD 80D7 hp 320; MV Fly 25' or Swim 13' ; 1d20+1d20; SV Fort +3, Ref +0, Will +0
Mutations: (P) New body parts (air- breathing organs), physical reflection (electromagnetic), taller telekinetic flight (improved)

Number Appearing: 1
Morale: 10
Hit Dice: HD 80D7
Armor: 3 (AC 13)
Size: Gargantuan 25+ Meters Long

Movement: MV Fly 25' or Swim 13'

Attack: 2 x Tentacle Slap melee +11 (1d20+6)
Bite melee +11 (1d20+6)
8 x Tentacle Grab-and-Constrict melee +11 (1d10+6)

MS: 9   PS: 125
IN: 1   DX: 10
CH: 1   CN: 18

Frequency: Very Rare
Organization: Solitary
Activity Cycle: Any
Diet: Carnivore
Habitat: Any Non-arctic
Tech Level: 0 - 0
Artifacts: None

Description (Initial Observations): The aero squid is an amphibious predator, equally formidable in or out of water. Its telekinetic flight ability is constant: it essentially swims through water and air with ease. An aero squid does not need to return to the water except to mate, so it may be encountered over all sorts of terrain in all climates but the coldest, as well as in the ocean depths. It has no need to sleep, although it will rest after a large meal. The small and completely aquatic infant form of the aero squid is exceedingly vulnerable, so the adults are happily rare. A hungry aero squid is an eating machine that will devour any form of animal life it can get its tentacles on.

Reactions: No known interactions

Behavior: Two of its tentacles are very long and end in horny, paddle-shaped appendages 3 m in diameter. The others are shorter and lined with suction cups. The aero squid will bat at creatures on the ground or in the air with the two longer tentacles while it grabs other creatures with the other eight. It can use only one tentacle per man-sized opponent, but all such targets are considered AC 10 (dexterity and size modifiers apply, how- ever). Construction damage does not begin until the action turn after a successful grab, and then only affects creatures not in plastic or metal armor or a total carapace.Two action turns after the first successful grab, it will pull one victim (at random) to its mouth for a bite (at + 4 to hit). It will continue to bite one victim until damage equals double the victim's hit-point total (i.e., the victim is dead and devoured). After that, it will bite another victim, if it has grabbed more than one. Construction damage to a victim does not continue while the aero- squid is trying to bite that victim. Creatures weighing 800 kg or more can try to break free of a constricting tentacle by rolling their combined strength and dexterity or less on a doubled percentile. roll. Each character may try this only twice (one attempt per action turn).The aero squid is a mollusk and has no brain as such, so it is immune to empathy, telepathy, mental control, beguiling, confusion, mental blast, and mental paralysis. On the other hand, it is stupid, so it can often be avoided by rudimentary camouflage or even simple immobility (80% and 30% chance respectively, modified by circumstances as the GM sees fit). It will also attack things it can- not eat, such as robots, androids, borgs, and vehicles in motion. To hold such an opponent requires one constricting tentacle per 50 kph maximum speed of the machine. The aero squid will in any case throw away any machine (including a closed vehicle containing living organisms) after one bite.Due to its size, an aero squid surprises only on a 1, but it can only be surprised by flying creatures (or swimming creatures in the water). Such creatures will surprise on a 1-3, since the aero squid's only functional sense is sight.

Behavior: Behavior not recorded

Society: Anthropological studies incomplete