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Swarm of Scavenger Squid

Large swarm of Small beasts, neutral

Armor Class 14 (natural armor)
Hit Points 78 (12d10 + 12)
Speed 5 ft., swim 30 ft.

19 (+4) 17 (+3) 13 (+1) 6 (-2) 14 (+2) 5 (-3)

Skills Perception +4
Damage Resistances bludgeoning, piercing, slashing
Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
Senses blindsight 60 ft. (blind beyond this radius), passive Perception 14
Challenge 4 (1,100 XP)
Proficiency Bonus +2


  • Light Fixation. If exposed to a source of bright light, the swarm attempts to envelop the light with Mucus Bubble. If this is impossible, the swarm clusters around the light. If the size of the light source is less than 5 feet in diameter, only up to half the swarm can see the light as other individuals crowd in the way. The swarm’s speed becomes 0, and it can only make a single attack on its turn. If the source of light is greater than 5 feet in diameter, the entire swarm fixates on the light and becomes incapacitated with a speed of 0. This effect ends if the source of light is removed, or the swarm leaves its visible range.
  • Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Small scavenger squid. The swarm can’t regain hit points or gain temporary hit points.
  • Water Breathing. The swarm can breathe only underwater.


  • Multiattack. The swarm makes two attacks.
  • Slam. Melee Weapon Attack: +6 to hit, reach 0 ft., one target in the swarm’s space. Hit: 13 (2d8 + 4) bludgeoning damage, or 8 (1d8 + 4) bludgeoning damage if the swarm has half of its hit points or fewer.
  • Tentacle. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage, and if the target is a Large or smaller creature, it is grappled (escape DC 14). The swarm can either grapple up to one Large creature, two Medium creatures, or four Small or smaller creatures at a time.


  • Mucus Bubble. The swarm targets a Large or smaller creature or object that it can see within 10 feet. If the target is a creature or an object that is being worn or carried, the target (or its wielder) must make a DC 12 Dexterity saving throw. On a failed save, the swarm secretes a sticky, translucent bubble that envelops the target. An enveloped target can’t breathe and is blinded, deafened, and restrained. The target can attempt to escape by destroying the sphere, which can be punctured by a piercing weapon from the inside or the outside. The sphere has an AC of 10 and 15 hit points. The sphere flows with the current of the water, moving 10 feet per turn. After 1 minute, the sphere dissipates. On a successful save, the target is not enveloped and is pushed 5 feet in a direction of its choice.


Scavenger squids make their homes in rocky sea caves where they hide their spoils. When faced with overflow, they dig ditches into the seafloor or even pile rocks and boulders, glued together with mucus, to expand their homes.

Scavenger squid are not typically aggressive, relying mostly on their scaly hides and protruding barbs for defense. They prefer to amble through long-abandoned shipwrecks and sunken ruins, avoiding creatures like merrow or sharks that might otherwise turn them into a chewy meal.


Often seen picking through shipwrecks and flotsam, scavenger squid are best known as the ocean’s most prolific hoarders. Though not technically a squid, these scaly creatures derive their name from the long tentacles they use to maneuver across the seafloor in search of items to add to their troves.

The contents of each trove vary from squid to squid; some favor sunken relics and others are content to simply collect seashells. However, all scavenger squid are united by an unyielding desire for a larger trove. This single-minded drive allows scavenger squid to grow their troves to vast sizes despite their relatively short lifespan of about five years.

In fact, expanding troves can even overlap if multiple squid settle in the same area. When this happens, rather than engaging in territorial disputes, these squid often combine their troves into one and work together to expand it.

This amalgamation can continue with any number of neighbors — and in large enough swarms, the typicallypeaceful scavenger squid can prove to be rather dangerous.

Moreover, troves that attract swarms of squid can grow endlessly if younger squid continue to cycle into the group.

Deep Sea Denizens. The scavenger squid is naturally suited for life in the cold, abyssal deep, with a blubbery body that retains heat and a thick-skinned exterior. This far down in the seas, the scavenger squid has no need for eyes — and instead has developed vestigial glands that detect levels of light.

Like a Squid to a Flame. In the depths, the scavenger squid’s ability to detect light can help it find more interesting treasures. In shallow waters, particularly during the day, however, squids often become entranced by sunlight. This typically results in the squid being stranded ashore by its attempts to reach out and “collect” it.

Sealed for Delivery. On a typical day, a scavenger squid spends about two-thirds of it scavenging. When the squid finds an object that piques its fancy, it secretes an opaque, mucus-like bubble to engulf its target and carry it home.

These bubbles are largely impermeable, soundproof, and from just one squid can reach sizes of 1 foot in diameter.

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Affinity Torus Copyright 2022 Dias Ex Machina Author Chris Dias

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