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Xarquid (3.5e Monster)

Author: Psysama (talk)
Contributors: Bhu
Date Created: 02/07/15
Status: Complete
Editing: Clarity edits only please
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The vexing Xarquid from X-Com: Terror from the Deep
Size/Type: Large Aberration (Aquatic)
Hit Dice: 5d8+15 (37 hp)
Initiative: +2
Speed: Swim 30 ft. (6 squares)
Armor Class: 23 (-1 Size, +2 Dex, +10 Natural), touch 11, flat-footed 21
Base Attack/Grapple: +3/+12
Attack: Tentacles +7 melee touch (Grapple) or Plasma Rifle +5 ranged (3d10)
Full Attack: Tentacles +7 melee touch (Grapple) and Bite +2 melee (2d6+5) or Plasma Rifle +5 ranged (3d10)
Space/Reach: 10 ft./5 ft.
Special Attacks: Improved Grapple, Ink Cloud, Weapon Implant
Special Qualities: Low Light Vision, Darkvision 60 ft., DR 10/Piercing, Immune to Electricity, Fire Resistance 15, Sonic Resistance 5, Cold Resistance 5
Saves: Fort +5, Ref +4, Will +6
Abilities: Str 20, Dex 15, Con 16, Int 2, Wis 12, Cha 6
Skills: Listen +5, Spot +5, Swim +13
Feats: Point Blank Shot, Far Shot
Environment: Any Aquatic
Organization: Single (1), Small group (2-3)
Challenge Rating: 6
Treasure: None
Alignment: Usually Neutral
Advancement: 6-12 HD (Large-size), 12-18 HD (Huge-size)
Level Adjustment:

The Xarquid appear to be common Nautiloid cephalopods grown gigantic under the Aliens biological experiments, and modified with cybernetic implants.

This overgrown Nautilus has been made huge on a diet of Alien drugs and surgical alterations. Perverted beyond the scope of nature, the Gillmen have added mechanical control systems to the creature and now none of the creature's original nature exists. Deployed as an organic weapons platform, the Xarquids tough shell and mobility make it a formidable opponent.


Xarquid tend to look quietly in the background taking shots of opportunity at whatever wanders by.

Improved Grapple (Ex): To use this ability, the Xarquid must hit an opponent of any size with its tentacles attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and automatically deals bite damage.

Ink Cloud (Ex): A Xarquid can emit a cloud of jet-black ink 20 feet high by 120 feet wide by 20 feet long once per minute as a free action. The cloud provides total concealment, which the Xarquid normally uses to escape a losing fight. All vision within the cloud is obscured.

Weapon Implant (Ex): The Xarquid has an alien heavy weapon such as a Plasma Rifle as a cybernetic implant. It follows rules as normal, except that it regenerates it's ammo, regaining 1 charge per hour when empty.

Skills: Xarquids gain a +8 Racial Bonus on Swim Checks, and may always Take 10 on a Swim Check.

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