Groundsquid
Large Aberration
Hit Dice: 5d8 (22 hp)
Initiative: +2
Speed: Burrow 15 ft. ft. (3 squares)
Armor Class: 18 (-1 Size, +2 Dex, +7 Natural), touch 11, flat-footed 16
Base Attack/Grapple: +3/+11
Attack: Tentacle +6 melee (1d3+4)
Full Attack: 5 Tentacles +6 melee (1d3+4)
Space/Reach: 10 ft./5 ft. (20 ft. with Tentacles)
Special Attacks: Improved Grab, Constriction, Jell Ground
Special Qualities: Darkvision 60 ft. All-Around Vision, Sunlight Vulnerability, Poison Immunity, Tentacle Regeneration
Saves: Fort +1, Ref +3, Will +5
Abilities: Str 18, Dex 14, Con 11, Int 8, Wis 12, Cha 8
Skills: Listen +6, Search +3, Spot +8
Feats: Alertness, Endurance
Environment: Underground
Organization: Solitary, Pair or Colony (3-10)
Challenge Rating: 5
Treasure: None
Alignment: Always Neutral
Advancement: 6-10 HD (Large), 11-15 HD (Huge)
Level Adjustment: ---

"Good evening sir, what do you have for us?"

""My dreams, they are all dead and buried..."

"Um..."

"Somedays I wish the sun would just explode..."

Groundsquids are horrific aberrations resembling mottled green squids with multiple arms, and an eye on the tip of each one. They like to hide underground, and are top ambush predators.

Improved Grab (Ex): If the Groundsquid successfully hits with it's Tentacle attack it can immediately make a Grapple attempt as a Free Action without provoking an Attack of Opportunity. If it is successful it may Constrict.

Constriction (Ex): The Groundsquid does 3d6+6 with a successful Grapple Check as victims are transferred to it's rending maw.

Jell Ground (Ex): As a Swift Action the Groundsquid may emit chemicals into the ground in a 10 foot square above it, that turn it into a greenish froth in 1d3 rounds. Opponents stepping on this patch of ground are considered to be in Quicksand (see DMG).

All-Around Vision (Ex): The Groundsuids multiple eyes mean that it cannot be Flanked, and does not lose it's Dexterity Bonus to AC. It also enjoys a +2 Racial Bonus to Search and Spot Checks.

Sunlight Vulnerability (Ex): While the Groundsquids tentacles don't burn in Sunlight, the rest of it is not so lucky. If somehow pulled from the ground and exposed it takes 1d6 Fire damage per round until it escapes the suns rays again.

Tentacle Regeneration (Ex): Should the Groundsquid lose a Tentacle, it reforms within 1d3 rounds (Tentacles have hit points equal to the Groundsquids Hit Dice). Groundsquids have 1 Tentacle (and Tentacle attack) per Hit Die. While underground it requires a reach weapon to hit the actual body (which doesn't regenerate).

Combat: A Groundsquid uses 1 or more of it's tentacle eyes as periscopes. Once the prey is above it, it sends all its tentacles up to grapple, while dissolving the ground, sending the victim into it's maw.