Super Kraken Of Doomy Doom Doom!!!!!!!!!!!!!!

dante58701

Banned
Banned
Kraken
Gargantuan Magical Beast (Aquatic)
Hit Dice: 20d10+180 (290 hp)
Initiative: +4
Speed: Swim 20 ft. (4 squares)
Armor Class: 25 (- 4 size, +19 natural), touch 6, flat-footed 25
Base Attack/Grapple: +20/+35
Attack: Tentacle +35 melee (2d8+15/19–20)
Full Attack: 2 tentacles +35 melee (2d8+15/19–20) and 6 arms +30 melee (1d6+7) and bite +30 melee (4d6+7/18-20)
Space/Reach: 20 ft./15 ft. (60 ft. with tentacle, 30 ft. with arm)
Special Attacks: Amphibious, augmented critical (bite), constrict 2d8+15 or 1d6+7, frightful presence, improved grab, swallow whole
Special Qualities: Damage reduction 10/epic, darkvision 60 ft., immunity to fire, poison, disease, energy drain, and ability damage, ink cloud, jet, low-light vision, regeneration 10, scent, spell-like abilities, spell resistance 30
Saves: Fort +21, Ref +12, Will +13
Abilities: Str 40, Dex 10, Con 29, Int 21, Wis 20, Cha 20
Skills: Concentration +21, Diplomacy +7, Hide +0, Intimidate +16, Knowledge (geography) +17, Knowledge (nature) +16, Listen +30, Search +28, Sense Motive +17, Spot +30, Survival +5 (+7 following tracks), Swim +20, Use Magic Device +16
Feats: Alertness, Blind-Fight, Combat Expertise, Improved Critical (tentacle), Improved Initiative, Improved Trip, Iron Will
Environment: Temperate aquatic
Organization: Solitary
Challenge Rating: 25
Treasure: Triple standard
Alignment: Usually neutral evil
Advancement: 21–32 HD (Gargantuan); 33–60 HD (Colossal); 61-80 HD (Titanic); Ect.
Level Adjustment: —

Six of the beast’s tentacles are shorter arms about 30 feet long; the remaining two are nearly 60 feet long and covered with barbs. Its beaklike mouth is located where the tentacles meet the lower portion of its body.

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. An opponent can make sunder attempts against a kraken’s tentacles or arms as if they were weapons. A kraken’s tentacles have 20 hit points, and its arms have 10 hit points. If a kraken is currently grappling a target with one tentacle or arm, it usually uses another limb to make its attack of opportunity against the sunder attempt. Severing a kraken’s tentacle or arm deals damage to the kraken equal to half the limb’s full normal hit points. A kraken rarely withdraws from combat.

Amphibious (Ex): Although krakens are aquatic, they can survive indefinitely on land.
Augmented Critical (Ex): The kraken’s bite threatens a critical hit on a natural attack roll of 18–20, dealing triple damage on a successful critical hit.

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

Improved Grab (Ex): To use this ability, the kraken must hit with an arm or tentacle 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 can constrict.

Ink Cloud (Ex): A kraken can emit a cloud of jet-black ink in an 80-foot spread once per minute as a free action. The cloud provides total concealment, which the kraken normally uses to escape a fight that is going badly. Creatures within the cloud are considered to be in darkness.

Jet (Ex): A kraken can jet backward once per round as a full-round action, at a speed of 280 feet. It must move in a straight line, but does not provoke attacks of opportunity while jetting.

Frightful Presence (Su): The kraken can inspire terror by charging or attacking. Affected creatures must succeed on a DC 36 Will save or become shaken, remaining in that condition as long as they remain with 60 feet of the kraken. The save DC is Charisma-based.

Improved Grab (Ex): To use this ability, the kraken must hit a Huge or smaller opponent with its bite 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 can try to swallow the foe the following round.

Regeneration (Ex): No form of attack deals lethal damage to the kraken. The kraken regenerates even if it fails a saving throw against a disintegrate spell or a death effect. If the kraken fails its save against a spell or effect that would kill it instantly (such as those mentioned above), the spell or effect instead deals nonlethal damage equal to the creature’s full normal hit points +10 (or 300 hp). The kraken is immune to effects that produce incurable or bleeding wounds, such as mummy rot, a sword with the wounding special ability, or a clay golem’s cursed wound ability.

The kraken can be slain only by raising its nonlethal damage total to its full normal hit points +10 (or 300 hit points) and using a wish or miracle spell to keep it dead.

If the kraken loses a limb or body part, the lost portion regrows in 1d6 minutes (the detached piece dies and decays normally). The creature can reattach the severed member instantly by holding it to the stump.

Spell-Like Abilities: At will - control weather, control winds, dominate animal, resist energy. Caster level 20th. The save DC is Charisma-based.

Skills: The kraken has a +8 racial bonus on Listen and Spot checks.A kraken also has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

Swallow Whole (Ex): The kraken can try to swallow a grabbed opponent of Large or smaller size by making a successful grapple check. Once inside, the opponent takes 2d6+3 points of crushing damage plus 2d6+4 points of acid damage per round from the kraken’s digestive juices. A swallowed creature can cut its way out by dealing 50 points of damage to the kraken’s digestive tract (AC 17). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. The kraken’s gullet can hold 2 Large, 8 Medium, 32 Small, 128 Tiny, or 512 Diminutive or smaller creatures.

New Feat: Whirlpool (kraken) - The feat I found in a book online..adds a nice possibility.

A kraken can use its size and power to spin a captured surface ship to assist in dragging it below the surface.

Benefit: The kraken must spend one minute for every structure point of the captive vessel, spinning it around on its axis, to cause a whirlpool sufficient to suck it beneath the waves. Without this feat, the kraken must spend two minutes for every structure point spinning the ship. The constricting tentacles of a kraken will cause damage to a ship in standard fashion, with every ten hit points counting as one structural point. Note: any damage done to the captured ship by the crushing tentacles, or the biting beak, reduces the time needed to pull it under.

Additionally, any ship within 300 feet of the doomed vessel is pulled toward the growing whirlpool and will be sucked down along with it unless they have more structure points than the target.

Characters fighting a kraken aboard a ship that is being spun in a whirlpool suffer a -1 attack penalty for every full minute that the spinning occurs.
 
Last edited:

log in or register to remove this ad



paradox42

First Post
I think Servitor suggested that because the tentacles are long for Gargantuan creatures. I tend to agree, though you can certainly have the more advanced Krakens be the next size after Colossal! :)

So are we to guess you saw a certain movie this weekend and liked it?
 




Pssthpok said:
Monsters that are scary and know it tend to have high Cha scores.

And yes, those tentacles are definitely large for a Gargantuan creature. The two that smash the second boat could be Colossal creatures in their own right.
 

HeavenShallBurn

First Post
The one in the movie was too big for the 3.5e size scales. Using the Black Pearl as an example she looked to be a very large frigate. Call it roughly the size of the USS Constitution about 160 to 170ft stem to stern, maybe 200 counting bowsprit. And the Kraken was definitely bigger than the ship. Each of the two big tentacles was well over a hundred feet long. The small ones could probably be gargantuan creatures themselves. I think this goes right off the core scale into the Upper Krust scale.
 

Sravoff

First Post
This isn't realy game breaking but...

-Int 21?? Thats alot of languages for a big squid.

I am going off the assumption it is just a huge squid...
 

Remove ads

Top