A humanoid wizard with a squid-like head using mind-affecting abilities. They’re usually found in the deep sea area or anywhere near the ocean looking for unexpecting prey.
Squidraken (CR 10)
LE Medium Aberration (Aquatic)
Init +6; Senses Darkvision 60 ft.; Perception +19
AC 17, touch 13, flat-footed 14 (+3 dex, +4 natural)
hp 97 (13d8+26)
Fort +6, Ref +7, Will +13
SR 24; Resist Water 5, Ice 5
Speed 30 ft., Swim 60 ft.
Melee 4 Tentacles +12 (1d4+1 plus grab)
Space 5 ft.; Reach 5 ft.
Special Attacks Mind Blast, Thought Tentacle
Spells Known (FC CL 13th, Concentration +18)
At Will – Amanuensis, Dark Orb, Detect Magic, Mending, Message, Moment, Read Magic
1st – Dark (DC 16), Delayed Opponent (DC 16), Deceleration (DC 16), Mage Armor, Sleep (DC 16), True Strike, Water (DC 16), Water Blast (DC 16)
2nd – Dark II (DC 17), Dimension Hop, Elemental Resistance, Slipstream, Water II (DC 17)
3rd – Bio (DC 18), Blink, Dark III (DC 18), Darkra (DC 18), Dimension Step, Dispel, Fly, Haste, Mass Deceleration (DC 18), Sleepga (DC 18), Slow (DC 18), Water III (DC 18), Watera (DC 18), Water Walk
4th – Communal Water Walk, Dark Blight (DC 19), Dark IV (DC 19), Dimension Door, Hydrauic Torrent (DC 19), Protection of Elements, Stoneskin, Vanish, Water IV (DC 19)
5th – Biora (DC 20), Darkga (DC 20), Drain (DC 20), Drown (DC 20), Greater Blink, Flight, Waterga (DC 20)
6th – Control Water, Feeblemind (DC 21), Greater Dispel, Greater Vanish, Hastega, Slowga (DC 21)
7th – Deja Vu (DC 22), Fluid Form, Lesser Time Stop, Reverse (DC 22), Stop (DC 22), Vortex (DC 22)
Str 13, Dex 16, Con 14, Int 21, Wis 20, Cha 20
Base Atk +9; CMB +10 (+12 grapple); CMD 22 (24 vs grapple)
Feats Combat Casting, Improved Grapple, Improved Initiative, Improved Unarmed Strike, Weapon Finesse
Skills Bluff +19, Diplomacy +19, Intimidate +19, Knowledge (Arcana) +20, Perception +19, Sense Notice +19, Spellcraft +20, Stealth +18
Language Common, Undercommon, Telepathy 100 ft.
Mind Blast (Su)
Squidrakens are able to project a 60 foot of psychic static towards a single target. The target is stunned for 1d4 rounds and takes 8d6 points of non-elemental damage. A successful Will save (DC 20) reduces the damage by half and negates the status effect. This ability is used as a standard action is considered a mind-affecting effect and the saving throw DC is Charisma-based. Blue mages may learn this ability as a 5th level spell (Knowledge: Dungeoneering DC 25).
Thought Tentacle (Ex)
If a squidraken has someone grappled and successfully deals damage to that target, instead of the normal physical damage, it can choose to deal 1d4+2 points of Intelligence damage instead. This ability only works on creatures with an actual brain. Thus, it does not work on constructs, elementals, plants, oozes or undead in addition to creatures that either do not have an actual brain or the brain is not physically inside the grappled creature.