Amphibious. The squid can breathe air and water.
Sticky touch. Once per turn when the squid hit's a tentacle attack a creature that is hit will move as if they are in difficult terrain for 1 turn.
Slippery movement. The squid can move in and out of melee range and don't trigger opportunity attacks.
Electric catalyst. When the squid is hit with an attack that deals lightning damage the squid next attack that deals lightning damage will deal max damage.
Multi-attack. The squid makes three tentacle attacks.
Tentacle. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 5) bludgeoning damage.
Stinger tentacles. Ranged magic Attack: +8 to hit, reach 60 ft. one target. Hit: 14 (3d6 + 5) Lightning damage damage. .
Grab. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 8 (1d6 +5) bludgeoning damage. When a huge or smaller creature is hit by this attack they must make a DC 15 strength saving throw or be grabbed by the squid and have the restrained condition. the squid can hold up to 6 creatures.
Ink Cloud (1/short rest). A 20-foot-radius cloud of ink extends all around the squid if it is underwater. The area is heavily obscured for 5 minutes, although a significant current can disperse the ink. After releasing the ink, the squid can use the Dash action as a bonus action.
Fryer(1/day). The squid sends out almost al of the electricity it has stored up in all directions and everybody within 15 ft of the squid must make a DC 16 dex saving throw or take 31 (5d10 + 6) Lightning damage and get paralyzed for one turn, if you succeed you take half damage and don't get paralyzed.
Strangling squeeze. The squid squeezes one of the creatures it has grabbed. One creature that is currently being restrained by the squid take 8 (1d6 +5)bludgeoning damage.
Lair and Lair Actions
The lightning squids lair in Any body of water deep enough to fit them and a potential mate, often surrounded by objects that can conduct electricity to give their stingers more power. A Lightning squid spends most of its existence underwater, surfacing occasionally during thunder storms to feed of the electricity.
Lair Actions
When fighting inside its lair, the squid can use the energy it has stored in the metal it collects to take lair actions. On initiative count 20 (losing initiative ties), the squid takes a lair action to cause one of the following effects:
- The squid uses the metal in it's layers to charge it's next electric attack adding one d4 hit die.
- The squid shoot lightning at the metal in it's lair forming a sphere of lightning 5 ft in diameter to form somewhere in it's lair.
Regional Effects
The region containing a lightning squid's lair is warped by the creature’s presence, which creates one or more of the following effects:
- Underground surfaces within 1 mile of the lightning squids lair are slimy and wet and are difficult terrain.
- Water sources within 1 mile of the lair are supernaturally electrified. Any creature that enters the water has to make a DC 12 constitution saving throw or take 2 (1d4) lightning damage.
- If the squid dies, the first two effects fade over the course of 3d10 days.
Previous Versions
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1/9/2026 1:33:09 PM
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Coming Soon
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