D&D 3E/3.5 Creature Catalog 3.5 Overhaul Project

BOZ

Creature Cataloguer
Original text from module OA7

Krakentua
CLIMATE/TERRAIN: Tropical, sub-tropical, temperate oceans
FREQUENCY: Very rare
ORGANIZATION: Solitary
ACTIVE TIME: Night
DIET: Special
INTELLIGENCE: Genius (17)
TREASURE: Nil
ALIGNMENT: Chaotic evil

NO. APPEARING: 1
ARMOR CLASS: 4
MOVEMENT: 18, Sw 12 (females: Fl 12
HIT DICE: 50
THAC0: 7
NO. OF ATTACKS: 7 (tentacles), 2 (fists)
DAMAGE/ATTACK: See below
SPECIAL ATTACKS: Trample, spit, cherry mist
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: Nil
SIZE: G (80-100’)
MORALE: Fanatic (17)
XP VALUE: 45,000

Among the most fearsome creatures in all of Kara-Tur, the krakentua is a powerful evil spirit with an insatiable appetite for destruction and an obsessive desire to enslave those it considers
inferior.

The krakentua has the body of a human and the head of a kraken. Standing 80-100 feet tall, it is fond of wearing luxuriant silken robes in rich colors, usually violet or red. Its skin is dark green and leathery, as cool to the touch as the scales of a serpent. Seven tentacles extend from its head, each nearly 20 feet long. The supple tentacles are as agile as human hands, capable of wielding weapons and tools with ease. The krakentua has huge red eyes with black pupils, and a chitinous beak hidden beneath its tentacles. Red mist continually oozes from the pores of its body, leading many observers to mistakenly believe that it hovers atop a crimson cloud. The krakentua breathes both water and air. A master of language, it is conversant in the tongues of all lands and creatures of Kara-Tur.

Combat: A male krakentua typically has 200-250 hit points, while a female averages about 350 hit points. The male krakentua attacks with its tentacles, using them like whips to inflict 1-4 hit points of damage each. A tentacle making a successful hit can also grab its victim, inflicting 1-10 hit points of crushing damage in subsequent rounds. A victim has a 50% chance of having one upper limb pinned, a 25% chance of having both limbs free, and a 25% chance of having both limbs pinned. The victim cannot free himself unless the tentacle is severed. Each tentacle has 15 hit points; this is in addition to the hit points of the body. A krakentua commonly wields weapons in its tentacles, preferring katana and wakizashi.

A male krakentua can attack with his fists for 1-10 hit points of damage each, and can also trample any victims who fall under foot for 1-100 hit points of damage. He can spit a stream of cherry milk at any single victim up to a distance of 100 feet; the victim must save versus poison or be blinded for 2-12 segments. He can belch a cloud of foul red mist 50 feet in diameter; victims within the mist cloud must save versus poison or suffer 1 hit point of damage.

Female krakentua are considerably more powerful than male krakentua. Their tentacles strike for 1-8 hit points of damage and inflict 2-12 hit points of constriction damage per round. In addition to all of the abilities of the male, females have continual ESP, clairaudience, detect lie detect evil, and detect good. They can induce lifelike dreams in intelligent victims that are indistinguishable from reality. While her victims experience the dreams, the krakentua is able to imprint their mental auras so that she can track them later; the more energy expended by the victims in their dreams (for instance, if the victims imagine they are fighting for their lives), the stronger the imprint. The stronger the imprint, the greater the krakentua’s ability to find them later. Creating the dreams is extremely stressful for the krakentua; she is unable to create dreams for more than an hour a month and never more than three dreams in succession.

Unlike male krakentua, female krakentua have a limited ability to fly, hovering through the air as if levitating themselves. The female can fly for up to 10 hours before she must immerse herself in sea water for a full day. When flying, the krakentua sheds a trail of dead octopi; the octopi are seldom larger than 3 feet in diameter. It is thought that the krakentua powers her flights by gating in octopi from the ocean and absorbing their life force.

Habitat/Society: Krakentua can be found in any remote sea area of Kara-Tur. They prefer uninhabited islands or the warm ocean depths, but they occasionally dwell off-shore near civilized coasts. Krakentua reproduce asexually. The female has an eighth tentacle that functions solely as a reproductive organ. When the female reaches full maturity (about 1,000 years old), the eighth tentacle breaks off and sinks to the bottom of the ocean. From 1-4 buds form on tentacle, each swelling to the size of a 30-foot diameter pod before hatching a new krakentua.

Krakentua have no affinity for treasure, but are obsessed with maintaining a congregation of slaves, preferably human, to worship and honor it. Krakentua enforce enslavement not through any type of supernatural coercion, but by fear of retribution. Males typically attract 10-50 slaves, while females have been known to attract as many as 1,000.

Ecology: Krakentua consume any type of vegetable matter, but they particularly relish cherries and cherry tree milk, usually supplied by their slaves.


MC6 – Monstrous Compendium (mostly identical, but posting for comparison)

Krakentua
CLIMATE/TERRAIN: Tropical, subtropical, temperate oceans
FREQUENCY: Very rare
ORGANIZATION: Solitary
ACTIVE TIME: Night
DIET: Special
INTELLIGENCE: Genius (17)
TREASURE: Nil
ALIGNMENT: Chaotic evil

NO. APPEARING: 1
ARMOR CLASS: 4
MOVEMENT: 18, SW 12 (females: Fl 12); Tentacles: 12
HIT DICE: 50
THAC0: 7
NO. OF ATTACKS: 7 (tentacles), 2 (fists)
DAMAGE/ATTACK: See below
SPECIAL ATTACKS: Trample, spit, mist
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: Nil
SIZE: G (80-100')
MORALE: Fanatic (17)
XP VALUE: 45,000

Among the most fearsome creatures in all of Kara-Tur, the krakentua is a powerful demon spirit with an insatiable appetite for destruction and an obsessive desire to enslave those it considers inferior.

The krakentua has the body of a human and the head of a kraken. It stands 80-100 feet tall, and wears luxuriant silken robes in rich colors, usually violet or red. Its leathery, dark green skin is as cool to the touch as a serpent’s scales. Seven tentacles extend from its head, each nearly 20 feet long. The tentacles are as agile as human hands, capable of wielding weapons and tools with ease.

The krakentua has huge red eyes with black pupils, and a chitinous beak hidden beneath its tentacles. Red mist continually oozes from the pores of its body. As a result, many observers to mistakenly believe the creature hovers atop a crimson cloud. The beast can breathe both water and air.

A master of language, the krakentua is conversant in the tongues of all lands and creatures of Kara-Tur.

Combat: A male krakentua typically has 200-250 hit points, while the average female boasts 350. The male attacks with its tentacles, using them like whips to inflict 1-4 hp of damage each. If a tentacle makes a successful hit, it can grab its victim too, inflicting 1-10 hp of crushing damage in each subsequent round. The tentacle has the following chances of pinning its victim’s arms: one upper limb, 50%; neither limb, 25%; both limbs, 25%. The victim cannot free himself unless the tentacle is severed. Each of the seven tentacles has 15 hp (which is in addition to the hit points of the body). A krakentua commonly wields weapons in some of its tentacles, preferring katana and wakizashi.

A male krakentua can attack with his fists for 1-10 hp of damage each. He also can trample victims who fall underfoot for 1-100 hp of damage. He can spit a stream of cherry milk at any single victim up to a distance of 100 feet; the victim must save vs. poison or be blinded for 2-12 segments. He can belch a cloud of foul red mist 50 feet in diameter; victims within the mist cloud must save vs. poison or suffer 1 hit point of damage.

A female krakentua is considerably more powerful than the male. Her tentacles strike for 1-8 hp of damage and inflict 2-12 hp of constriction damage per round. In addition to all of the male’s abilities, she boasts continual ESP, clairaudience, detect lie detect evil, and detect good.

In intelligent victims, a female can induce dreams so lifelike that they are indistinguishable from reality. While her victims dream, the krakentua can imprint their mental aura, which allows her to track them later. The more energy the victims expend in their dreams (e.g., by fighting for their lives in the dreamworld), the stronger the imprint. The stronger the imprint, the greater the krakentua’s ability to find them later. Creating the dreams is extremely stressful for the krakentua. She cannot create dreams for more than an hour a month, and she can never create more than three dreams in immediate succession.

Unlike males, female krakentua have a limited ability to fly, hovering through the air as if levitating. The female can fly for up to 10 hours before she must immerse herself in sea water for a full day. When flying, she sheds a mysterious “trail” of dead octopi. The octopi seldom exceed 3 feet in diameter. It is thought that the krakentua gates in octopi from the ocean, and absorbs their lifeforce to power her flight.

Habitat/Society: Krakentua can be found in any remote sea area of Kara-Tur. They prefer uninhabited islands or the warm ocean depths, but occasionally they dwell off-shore near civilized coasts.

Krakentua reproduce asexually. The female has an eighth tentacle that functions solely as a reproductive organ. When the female reaches full maturity (about 1,000 years old), the eighth tentacle breaks off and sinks to the bottom of the ocean. One to four buds form on the tentacle. Each bud swells into a pod, 30 feet in diameter, then hatches a new krakentua.

Krakentua have no affinity for treasure. However, they are obsessed with maintaining a congregation of slaves, who must worship and honor them. Human slaves are preferred.

Ecology: Krakentua consume any type of vegetable matter. In particular, they relish cherries and cherry tree milk.
 

log in or register to remove this ad


Shade

Monster Junkie
It is not OGL. However, I don't think that means we can't add a paragraph at the bottom that says "If you are using Oriental Adventures in your campaign, consider adding the Spirit subtype." Does it?
 



Krishnath

First Post
then we should add the paragraph.

Suggestion: Since it is an epic creature (CR 30), it should have additional defences. Would it be a problem to give it DR and SR even though the original had neither?
 


BOZ

Creature Cataloguer
i'm voting against SR, but DR is a good thought.

as requested, here are the stat blocks. i'm thinking some, but not all, of the stats should vary just to keep things interesting. for example, look at the original flavor text below and you will see that males and females would have different hp.


Krakentua, male
Colossal Aberration
Hit Dice: 50d8+450 (675 hp)
Initiative: +4 (Improved Initiative)
Speed: 50 ft (10 squares), swim 30 ft
Armor Class: 16 (-8 size, +14 natural)
Base Attack/Grapple: +X/+X
Attacks: 7 tentacle slaps +46 melee, 2 slams +43 melee
Damage: Tentacle slap 2d6+16, slam 2d6+8
Space/Reach: 40 ft/25 ft
Special Attacks: improved grab, constrict, trample, spit, mist
Special Qualities: Darkvision 120 ft, DR X/X
Saves: Fort +30, Ref +14, Will +32
Abilities: Str 43, Dex 11, Con 28, Int 17, Wis 20, Cha 18
Skills: Listen +25, Spot +25, Wilderness Lore +35
Feats: 17 (including: Improved Initiative, Multiattack, Multidexterity, Multiweapon Fighting, Power Attack, Track, Weapon Focus (tentacle) )

Krakentua, female
Colossal Aberration
Hit Dice: 50d8+450 (675 hp)
Initiative: +4 (Improved Initiative)
Speed: 50 ft (10 squares), fly 30 ft (poor), swim 30 ft
Armor Class: 16 (-8 size, +14 natural)
Base Attack/Grapple: +X/+X
Attacks: 7 tentacle slaps +46 melee, 2 slams +43 melee
Damage: Tentacle slap 2d6+16, slam 2d6+8
Space/Reach: 40 ft/25 ft
Special Attacks: Spell-like abilities, improved grab, constrict, trample
Special Qualities: Dream imprint, darkvision 120 ft, DR X/X
Saves: Fort +30, Ref +14, Will +32
Abilities: Str 43, Dex 11, Con 28, Int 17, Wis 20, Cha 18
Skills: Listen +25, Spot +25, Wilderness Lore +35
Feats: 17 (including: Improved Initiative, Multiattack, Multidexterity, Multiweapon Fighting, Power Attack, Track, Weapon Focus (tentacle) )


Originally found in module OA7 – Test of the Samurai (1989, Rick Swan) and Monstrous Compendium MC6 – Kara-Tur Appendix (1990).



Original text from module OA7

Krakentua
CLIMATE/TERRAIN: Tropical, sub-tropical, temperate oceans
FREQUENCY: Very rare
ORGANIZATION: Solitary
ACTIVE TIME: Night
DIET: Special
INTELLIGENCE: Genius (17)
TREASURE: Nil
ALIGNMENT: Chaotic evil

NO. APPEARING: 1
ARMOR CLASS: 4
MOVEMENT: 18, Sw 12 (females: Fl 12
HIT DICE: 50
THAC0: 7
NO. OF ATTACKS: 7 (tentacles), 2 (fists)
DAMAGE/ATTACK: See below
SPECIAL ATTACKS: Trample, spit, cherry mist
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: Nil
SIZE: G (80-100’)
MORALE: Fanatic (17)
XP VALUE: 45,000

Among the most fearsome creatures in all of Kara-Tur, the krakentua is a powerful evil spirit with an insatiable appetite for destruction and an obsessive desire to enslave those it considers
inferior.

The krakentua has the body of a human and the head of a kraken. Standing 80-100 feet tall, it is fond of wearing luxuriant silken robes in rich colors, usually violet or red. Its skin is dark green and leathery, as cool to the touch as the scales of a serpent. Seven tentacles extend from its head, each nearly 20 feet long. The supple tentacles are as agile as human hands, capable of wielding weapons and tools with ease. The krakentua has huge red eyes with black pupils, and a chitinous beak hidden beneath its tentacles. Red mist continually oozes from the pores of its body, leading many observers to mistakenly believe that it hovers atop a crimson cloud. The krakentua breathes both water and air. A master of language, it is conversant in the tongues of all lands and creatures of Kara-Tur.

Combat: A male krakentua typically has 200-250 hit points, while a female averages about 350 hit points. The male krakentua attacks with its tentacles, using them like whips to inflict 1-4 hit points of damage each. A tentacle making a successful hit can also grab its victim, inflicting 1-10 hit points of crushing damage in subsequent rounds. A victim has a 50% chance of having one upper limb pinned, a 25% chance of having both limbs free, and a 25% chance of having both limbs pinned. The victim cannot free himself unless the tentacle is severed. Each tentacle has 15 hit points; this is in addition to the hit points of the body. A krakentua commonly wields weapons in its tentacles, preferring katana and wakizashi.

A male krakentua can attack with his fists for 1-10 hit points of damage each, and can also trample any victims who fall under foot for 1-100 hit points of damage. He can spit a stream of cherry milk at any single victim up to a distance of 100 feet; the victim must save versus poison or be blinded for 2-12 segments. He can belch a cloud of foul red mist 50 feet in diameter; victims within the mist cloud must save versus poison or suffer 1 hit point of damage.

Female krakentua are considerably more powerful than male krakentua. Their tentacles strike for 1-8 hit points of damage and inflict 2-12 hit points of constriction damage per round. In addition to all of the abilities of the male, females have continual ESP, clairaudience, detect lie detect evil, and detect good. They can induce lifelike dreams in intelligent victims that are indistinguishable from reality. While her victims experience the dreams, the krakentua is able to imprint their mental auras so that she can track them later; the more energy expended by the victims in their dreams (for instance, if the victims imagine they are fighting for their lives), the stronger the imprint. The stronger the imprint, the greater the krakentua’s ability to find them later. Creating the dreams is extremely stressful for the krakentua; she is unable to create dreams for more than an hour a month and never more than three dreams in succession.

Unlike male krakentua, female krakentua have a limited ability to fly, hovering through the air as if levitating themselves. The female can fly for up to 10 hours before she must immerse herself in sea water for a full day. When flying, the krakentua sheds a trail of dead octopi; the octopi are seldom larger than 3 feet in diameter. It is thought that the krakentua powers her flights by gating in octopi from the ocean and absorbing their life force.

Habitat/Society: Krakentua can be found in any remote sea area of Kara-Tur. They prefer uninhabited islands or the warm ocean depths, but they occasionally dwell off-shore near civilized coasts. Krakentua reproduce asexually. The female has an eighth tentacle that functions solely as a reproductive organ. When the female reaches full maturity (about 1,000 years old), the eighth tentacle breaks off and sinks to the bottom of the ocean. From 1-4 buds form on tentacle, each swelling to the size of a 30-foot diameter pod before hatching a new krakentua.

Krakentua have no affinity for treasure, but are obsessed with maintaining a congregation of slaves, preferably human, to worship and honor it. Krakentua enforce enslavement not through any type of supernatural coercion, but by fear of retribution. Males typically attract 10-50 slaves, while females have been known to attract as many as 1,000.

Ecology: Krakentua consume any type of vegetable matter, but they particularly relish cherries and cherry tree milk, usually supplied by their slaves.


MC6 – Monstrous Compendium (mostly identical, but posting for comparison)

Krakentua
CLIMATE/TERRAIN: Tropical, subtropical, temperate oceans
FREQUENCY: Very rare
ORGANIZATION: Solitary
ACTIVE TIME: Night
DIET: Special
INTELLIGENCE: Genius (17)
TREASURE: Nil
ALIGNMENT: Chaotic evil

NO. APPEARING: 1
ARMOR CLASS: 4
MOVEMENT: 18, SW 12 (females: Fl 12); Tentacles: 12
HIT DICE: 50
THAC0: 7
NO. OF ATTACKS: 7 (tentacles), 2 (fists)
DAMAGE/ATTACK: See below
SPECIAL ATTACKS: Trample, spit, mist
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: Nil
SIZE: G (80-100')
MORALE: Fanatic (17)
XP VALUE: 45,000

Among the most fearsome creatures in all of Kara-Tur, the krakentua is a powerful demon spirit with an insatiable appetite for destruction and an obsessive desire to enslave those it considers inferior.

The krakentua has the body of a human and the head of a kraken. It stands 80-100 feet tall, and wears luxuriant silken robes in rich colors, usually violet or red. Its leathery, dark green skin is as cool to the touch as a serpent’s scales. Seven tentacles extend from its head, each nearly 20 feet long. The tentacles are as agile as human hands, capable of wielding weapons and tools with ease.

The krakentua has huge red eyes with black pupils, and a chitinous beak hidden beneath its tentacles. Red mist continually oozes from the pores of its body. As a result, many observers to mistakenly believe the creature hovers atop a crimson cloud. The beast can breathe both water and air.

A master of language, the krakentua is conversant in the tongues of all lands and creatures of Kara-Tur.

Combat: A male krakentua typically has 200-250 hit points, while the average female boasts 350. The male attacks with its tentacles, using them like whips to inflict 1-4 hp of damage each. If a tentacle makes a successful hit, it can grab its victim too, inflicting 1-10 hp of crushing damage in each subsequent round. The tentacle has the following chances of pinning its victim’s arms: one upper limb, 50%; neither limb, 25%; both limbs, 25%. The victim cannot free himself unless the tentacle is severed. Each of the seven tentacles has 15 hp (which is in addition to the hit points of the body). A krakentua commonly wields weapons in some of its tentacles, preferring katana and wakizashi.

A male krakentua can attack with his fists for 1-10 hp of damage each. He also can trample victims who fall underfoot for 1-100 hp of damage. He can spit a stream of cherry milk at any single victim up to a distance of 100 feet; the victim must save vs. poison or be blinded for 2-12 segments. He can belch a cloud of foul red mist 50 feet in diameter; victims within the mist cloud must save vs. poison or suffer 1 hit point of damage.

A female krakentua is considerably more powerful than the male. Her tentacles strike for 1-8 hp of damage and inflict 2-12 hp of constriction damage per round. In addition to all of the male’s abilities, she boasts continual ESP, clairaudience, detect lie detect evil, and detect good.

In intelligent victims, a female can induce dreams so lifelike that they are indistinguishable from reality. While her victims dream, the krakentua can imprint their mental aura, which allows her to track them later. The more energy the victims expend in their dreams (e.g., by fighting for their lives in the dreamworld), the stronger the imprint. The stronger the imprint, the greater the krakentua’s ability to find them later. Creating the dreams is extremely stressful for the krakentua. She cannot create dreams for more than an hour a month, and she can never create more than three dreams in immediate succession.

Unlike males, female krakentua have a limited ability to fly, hovering through the air as if levitating. The female can fly for up to 10 hours before she must immerse herself in sea water for a full day. When flying, she sheds a mysterious “trail” of dead octopi. The octopi seldom exceed 3 feet in diameter. It is thought that the krakentua gates in octopi from the ocean, and absorbs their lifeforce to power her flight.

Habitat/Society: Krakentua can be found in any remote sea area of Kara-Tur. They prefer uninhabited islands or the warm ocean depths, but occasionally they dwell off-shore near civilized coasts.

Krakentua reproduce asexually. The female has an eighth tentacle that functions solely as a reproductive organ. When the female reaches full maturity (about 1,000 years old), the eighth tentacle breaks off and sinks to the bottom of the ocean. One to four buds form on the tentacle. Each bud swells into a pod, 30 feet in diameter, then hatches a new krakentua.

Krakentua have no affinity for treasure. However, they are obsessed with maintaining a congregation of slaves, who must worship and honor them. Human slaves are preferred.

Ecology: Krakentua consume any type of vegetable matter. In particular, they relish cherries and cherry tree milk.
 

Krishnath

First Post
Hmm... I suggest reducing the females con by 4 and increasing it's Cha by the same amount, mostly to differ the hp between the male and female krakentua, but also to increase the DC's of the females spell-like and supernatural abilities.

As for their DR's I suggest 15/epic and jade.
 

Shade

Monster Junkie
Krishnath said:
Hmm... I suggest reducing the females con by 4 and increasing it's Cha by the same amount, mostly to differ the hp between the male and female krakentua, but also to increase the DC's of the females spell-like and supernatural abilities..

The female is supposed to have more hit points, though, so shouldn't we increase her Con? I definitely agree with the suggested Cha boost.

Krishnath said:
As for their DR's I suggest 15/epic and jade.

I don't think we can use jade, as it isn't OGL. Maybe we can mention that in the "if you're using OA" footnote. How about epic and cold iron (since they're CE, like demons)?

BTW, how do I quote Krishnath without the color going "funky" on the replies?
 
Last edited:

Remove ads

Top