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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)  


Krakens speak Common and Aquan.


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