The dereaded Great Kraken - and Wavewielder the Blue!!
Kraken, Great
Gargantuan Magical Beast (Aquatic)
Hit Dice: 22d10+198 (318 hp)
Initiative: +4 (Improved Initiative)
Speed: Swim 30 ft.
AC: 20 (-4 size, +14 natural)
Attacks: 2 tentacle rakes +30 melee, 6 arms +25 melee, bite +25 melee
Damage: Tentacle rake 3d6+12, arm 1d8+6, bite 4d6+6
Face/Reach: 40 ft. by 40 ft./20 ft. (120 ft. with tentacle)
Special Attacks: Improved grab, constrict 3d6+12 or 1d8+6
Special Qualities: Jet, ink cloud, spell-like abilities
Saves: Fort +22, Ref +13, Will +14
Abilities: Str 34, Dex 10, Con 29, Int 21, Wis 20, Cha 10
Skills: Concentration +21, Knowledge (geography) +10, Knowledge (nature) +10, Listen +15, Search +15, Spot +15
Feats: Alertness, Blind-Fight, Expertise, Improved Critical_(tentacle), Improved Initiative, Improved Trip, Iron Will
Climate/Terrain: Any aquatic
Organization: Solitary
Challenge Rating: 13
Treasure: Triple standard
Alignment: Always neutral evil
Advancement: 23-66 HD (Colossal)
Great krakens speak Common and Aquan.
Combat
Great 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 great 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 great kraken deals automatic arm or tentacle damage with a successful grapple check against Huge or smaller creatures.
Jet (Ex): A great kraken can jet backward once per round as a double move action, at a speed of 360 feet.
Ink Cloud (Ex): A great kraken can emit a cloud of jet-black ink 120 feet high by 120 feet wide by 160 feet long once per minute as a free action. The cloud provides total concealment, which the great kraken normally uses to escape a losing fight. Creatures within the cloud suffer the effects of total darkness.
Spell-Like Abilities: 1/day- barkskin, 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).
Wavewielder the Blue
Colossal Magical Beast (Aquatic)
Hit Dice: 66d10+189 (555 hp)
Initiative: +20 (Improved Initiative x5)
Speed: Swim 30 ft.
AC: 21 (-8 size, +19 natural)
Attacks: 2 tentacle rakes +30 melee, 6 arms +25 melee, bite +25 melee
Damage: Tentacle rake 3d8+16, arm 2d6+8, bite 4d8+8
Face/Reach: 40 ft. by 40 ft./20 ft. (120 ft. with tentacle)
Special Attacks: Improved grab, constrict 3d8+16 or 2d6+8, ram, crush ship, smite good
Special Qualities: Jet, ink cloud, spell-like abilities
Saves: Fort +22, Ref +13, Will +14
Abilities: Str 42, Dex 13, Con 33, Int 32, Wis 20, Cha 10
Skills: Concentration +21, Knowledge (geography) +10, Knowledge (nature) +10, Knowledge (arcana) +14,, Listen +15, Search +15, Spellcraft +14, Spot +15
Feats: Alertness, Blind-Fight, Cleave, Great Cleave, Expertise, Improved Critical (tentacle), Improved Initiative (x5), Improved Trip, Iron Will, Power Attack, Toughness (x3), Whirlwind Attack
Climate/Terrain: Any aquatic
Organization: Solitary
Challenge Rating: 19
Treasure: Triple standard
Alignment: Always neutral evil
Advancement: -
Wavewielder the Blue speaks Common, Aquan, and Infernal.
He was created by dark gods as a plague upon life. A demon lord carved a stone from abyssal gems as a totem. The totem gave Wavewielder power excelled only by the greatest dragons and the demon lords, arch-devils, devil dukes, and gods. For thousands of years, Wavewielder has terrorized shipping.
Combat
Wavewielder strikes his opponents with his barbed tentacles, then grabs and crushes with his arms or drags victims into his huge jaws. If facing ships, Wavewielder attempts to ram and crush.
Improved Grab (Ex): To use this ability, the great 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): Wavewielder deals automatic arm or tentacle damage with a successful grapple check against Huge or smaller creatures.
Jet (Ex): Wavewielder can jet backward once per round as a double move action, at a speed of 360 feet.
Ink Cloud (Ex): Wavewielder can emit a cloud of jet-black ink 120 feet high by 120 feet wide by 160 feet long once per minute as a free action. The cloud provides total concealment, which the great kraken normally uses to escape a losing fight. Creatures within the cloud suffer the effects of total darkness.
Smite Good (Ex): Once per day, Wavewielder the Blue may attempt an attack that deals 20 extra points of damage to a good creature, as if Wavewielder were fiendish.
Spell-Like Abilities: 1/day- barkskin, 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).
Ram (Ex): When jetting, Wavewielder may end his movement in a ship's or creature's space. If a ship is the target, those on board must make a Reflex save (DC 15) or take 1d10 points of bludgeoning damage. If a creature is the target, the creature suffers 2d4+12 damage.
Crush Ship (Ex): In the round after ramming, Wavewielder may make a Strength check to breach a ship's hull
(DC 20 rowboat, 23 keelboat, 25 sailing ship/longship , 27 warship, 30 galley). The ship will sink in 2d10 minutes.
Wavewielder's Weakness : Wavewielder has a gem statuette (100 hit points, hardness 20, break DC 50) in his head. If destroyed or removed (Strength DC 45), Wavewielder becomes a normal kraken and the totem becomes a simple statuette (2 lbs., worth 10 gp). The gem is blood-red (abyss stone) and was carved by a lost lord of demons.