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Kraken
Size & Type (subtype):Gargantuan Magical Beast (Aquatic)Hit Dice:20d10+180 (290)
Initiative:   +4 (Improved Initiative)   Speed:   Swim 20 ft.  
Armor Class:   20 (-4 size, +14 natural)   Attacks:   2 tentacle rakes +28 melee, 6 arms +23 melee, bite +23melee  
Damage:   Tentacle rake 2d8+12, arm 1d6+6, bite 4d6+6   Face and Reach:   20 ft. by 40 ft./10 ft. (100 ft. with tentacle)  
Special Attacks:   Improved grab, constrict 2d8+12 or 1d6+6   Special Qualities:   Jet, ink cloud, spell-like abilities  
Saving Throws  Fortitude: 21  
Reflex: 12  
Will: 13  
Abilities:   Str: 34
Dex: 10
Con: 29
Int: 21
Wis: 20
Cha: 10
Skills:   Concentration +19, Knowledge (geography) +10, Knowledge(nature) +10, Listen +15, Search +15, Spot +15   Feats:   Alertness, Blind-Fight, Expertise, ImprovedCritical (tentacle), Improved Initiative, Improved Trip, Iron Will  
Climate and Terrain:   Any aquatic   Climate:   cold,temperate,warm  
Terrain:   aquatic   Organization:   Solitary  
Challenge Rating:   12   Challenge Rating Value:   12  
Treasure:   Triple standard   Alignment:   Always neutral evil  
Advancement:   21-32 HD (Gargantuan); 33-60 HD (Colossal)  

Description:  

Krakens speak Common and Aquan.

Combat

Krakens strike their opponents with their barbed tentacles, then grab and crush with their arms or drag victims into their huge jaws.

Improved Grab (Ex): To use this ability, the kraken must hit an opponent of up to Huge size with an arm or tentacle attack. If it gets a hold, it can constrict.

Constrict (Ex): A kraken deals automatic arm or tentacle damage with a successful grapple check against Huge or smaller creatures.

Jet (Ex): A kraken can jet backward once per round as a double move action, at a speed of 280 feet.

Ink Cloud (Ex): A kraken can emit a cloud of jet-black ink 80 feet high by 80 feet wide by 120 feet long once per minute as a free action. The cloud provides total concealment, which the kraken normally uses to escape a losing fight. Creatures within the cloud suffer the effects of total darkness.

Spell-Like Abilities: 1/day-control weather, control winds, dominate animal, and resist elements. These abilities are as the spells cast by a 9th-level druid (save DC 15 + spell level).

 

Interface by Rodrigo Flores - 2003-2013Database by John H. Kim - 2002