Knightfall
World of Kulan DM
ok, everyone is a little disappointed that mind flayers are out of the SRD so I figured I'd design something similar. Now, the Kraken Lord is designed off the kraken from the Monster Manual and I did not reference the mind flayer entry at all during its creation.
Note: Need opinions on what its Challenge Rating should be!
{EDIT} Fixed skills and added section on characters.
{RE-EDIT} Reduced reach with tentacles
So without further ado...
Kraken Lord
Huge Monstrous Humanoid (Aquatic)
Hit Dice: 8d8+16 (52 hp)
Initiative: +1 (+1 Dex, +4 Improved Initiative)
Speed: 30 ft., swim 20ft.
AC: 17 (+1 Dex, -2 size, +8 natural)
Attacks: 2 tentacle-rakes +14 melee and 6 tentacle arms +12 melee; or 2 claws +14 melee and bite +12 melee; or huge trident +14/+9 melee
Damage: 2 tentacle-rakes 1d6+8 and 6 tentacle arms 1d6+4; 2 claws 1d8+8 and bite 1d8+4; or huge trident 2d8+8
Face/Reach: 15ft./15ft. (30 ft. with tentacles)
Special Attacks: Improved grab, constrict 2d6+8 or 1d4+4
Special Qualities: Darkvision 60ft., ink cloud, spell-like abilities
Saves: Fort +2, Ref +5, Will +7
Abilities: Str 26 (+8), Dex 13 (+1), Con 14 (+2), Int 25 (+7), Wis 23 (+6), Cha 10 (+0)
Skills: Concentration +16, Craft (alchemy) +11, Knowledge (Geography) +12, Knowledge (nature) +12, Listen +16, Search +17, Spot +16.
Feats: Alertness, Blind-Fight, Expertise, Improved Critical (tentacle), Improved Initiative, Improved Trip, Iron Will, Multiattack, Quicken Spell-Like Ability (dominate animal)
Climate/Terrain: Any aquatic or underground
Organization: Solitary
Challenge Rating: 11
Treasure: Double standard
Alignment: Always neutral evil
Advancement: By character class
A kraken lord is an aggressive, cruel, intelligent creature related to krakens. Some believe they are the next step in a kraken’s evolutionary process. Though while not as large or strong as a kraken they are more intelligent and, thus, more dangerous. Kraken lords breathe both air and water normally.
Kraken lords are most often found thousands of feet below the ocean but are becoming more common at shallower depths and underground environments. They love to flood Underdark caverns and cities near the ocean, allowing them to move in a take over. Once in these positions, it is almost impossible to rid a region of a kraken lord, as it tends to align with aboleths, kuo-toas, and sahuagin. Strangely, kraken lords don’t associate with krakens and will have one hunted down and killed if it wanders into its domain.
Kraken lords have the head of a kraken, along with its telltale tentacle appendages and a large beak on the front of their necks. They stand upright on two legs and also have two arms. A kraken lord’s four humanoid limbs end in four webbed digits with one of those digits opposable. A kraken lord’s eight tentacles are similar to a kraken’s and nearly as deadly. Six of the creature’s tentacles are 15 feet long; the remaining two are 30 feet long and covered with cruel barbs. From looking at a kraken lord, one would lead to believe that they would have trouble walking but the truth is that their powerful bodies are well muscled and they have no trouble walking on dry land or using their tentacles to attack while on land.
Kraken lords speak Common and Aquan.
Combat
Kraken lords strike out with their barbed tentacles, then grab and crush with their tentacle arms or drag victims towards them and bite with their large beak. If a kraken lord is unable to grab and crush its opponents with its tentacles then it will attack with either its huge trident or use on of its Dominate Animal spell-like ability to bring in aquatic animals to fight for it. If hard pressed it will use its ink cloud to obscure its opponent’s ability to fight and locate the kraken lord, so that may attempt to flee. Unlike a kraken, a kraken lord cannot jet backwards to escape.
Improved Grab (Ex): To use this ability, the kraken lord must hit an opponent of up to Large size with a tentacle-rake or tentacle arm attack. If it gets a hold, it can constrict.
Constrict (Ex): A kraken deals automatic tentacle arm or tentacle-rake damage with a successful grapple check against Large or smaller creatures.
Ink Cloud (Ex): A kraken lord can emit a cloud of jet-black ink 40 feet high by 40 feet wide by 80 feet long once per minute as a free action. The cloud provides total concealment, which the kraken lord normally uses to escape a losing fight. Creatures within the cloud suffer the effects of total darkness. A kraken lord cannot use this ability while out of the water.
Spell-like Abilities: 1/day – control weather, control winds, dominate animal and resist elements. These abilities are as the spells cast by a 11th – level druid (save DC 16 + spell level).
Kraken Lord Characters
Kraken lords sometimes become fighters, clerics or wizards, but their favored class is druid. Kraken lords tend to multiclass including fighter/druid, fighter/cleric, fighter/wizard, cleric/wizard or druid wizard. Very rarely will a kraken lord have levels in barbarian or sorcerer and only those with the most disciplined minds may become psions. Kraken lords never take levels in rouge or bard, thinking it beneath them.
Note: Need opinions on what its Challenge Rating should be!
{EDIT} Fixed skills and added section on characters.
{RE-EDIT} Reduced reach with tentacles
So without further ado...
Kraken Lord
Huge Monstrous Humanoid (Aquatic)
Hit Dice: 8d8+16 (52 hp)
Initiative: +1 (+1 Dex, +4 Improved Initiative)
Speed: 30 ft., swim 20ft.
AC: 17 (+1 Dex, -2 size, +8 natural)
Attacks: 2 tentacle-rakes +14 melee and 6 tentacle arms +12 melee; or 2 claws +14 melee and bite +12 melee; or huge trident +14/+9 melee
Damage: 2 tentacle-rakes 1d6+8 and 6 tentacle arms 1d6+4; 2 claws 1d8+8 and bite 1d8+4; or huge trident 2d8+8
Face/Reach: 15ft./15ft. (30 ft. with tentacles)
Special Attacks: Improved grab, constrict 2d6+8 or 1d4+4
Special Qualities: Darkvision 60ft., ink cloud, spell-like abilities
Saves: Fort +2, Ref +5, Will +7
Abilities: Str 26 (+8), Dex 13 (+1), Con 14 (+2), Int 25 (+7), Wis 23 (+6), Cha 10 (+0)
Skills: Concentration +16, Craft (alchemy) +11, Knowledge (Geography) +12, Knowledge (nature) +12, Listen +16, Search +17, Spot +16.
Feats: Alertness, Blind-Fight, Expertise, Improved Critical (tentacle), Improved Initiative, Improved Trip, Iron Will, Multiattack, Quicken Spell-Like Ability (dominate animal)
Climate/Terrain: Any aquatic or underground
Organization: Solitary
Challenge Rating: 11
Treasure: Double standard
Alignment: Always neutral evil
Advancement: By character class
A kraken lord is an aggressive, cruel, intelligent creature related to krakens. Some believe they are the next step in a kraken’s evolutionary process. Though while not as large or strong as a kraken they are more intelligent and, thus, more dangerous. Kraken lords breathe both air and water normally.
Kraken lords are most often found thousands of feet below the ocean but are becoming more common at shallower depths and underground environments. They love to flood Underdark caverns and cities near the ocean, allowing them to move in a take over. Once in these positions, it is almost impossible to rid a region of a kraken lord, as it tends to align with aboleths, kuo-toas, and sahuagin. Strangely, kraken lords don’t associate with krakens and will have one hunted down and killed if it wanders into its domain.
Kraken lords have the head of a kraken, along with its telltale tentacle appendages and a large beak on the front of their necks. They stand upright on two legs and also have two arms. A kraken lord’s four humanoid limbs end in four webbed digits with one of those digits opposable. A kraken lord’s eight tentacles are similar to a kraken’s and nearly as deadly. Six of the creature’s tentacles are 15 feet long; the remaining two are 30 feet long and covered with cruel barbs. From looking at a kraken lord, one would lead to believe that they would have trouble walking but the truth is that their powerful bodies are well muscled and they have no trouble walking on dry land or using their tentacles to attack while on land.
Kraken lords speak Common and Aquan.
Combat
Kraken lords strike out with their barbed tentacles, then grab and crush with their tentacle arms or drag victims towards them and bite with their large beak. If a kraken lord is unable to grab and crush its opponents with its tentacles then it will attack with either its huge trident or use on of its Dominate Animal spell-like ability to bring in aquatic animals to fight for it. If hard pressed it will use its ink cloud to obscure its opponent’s ability to fight and locate the kraken lord, so that may attempt to flee. Unlike a kraken, a kraken lord cannot jet backwards to escape.
Improved Grab (Ex): To use this ability, the kraken lord must hit an opponent of up to Large size with a tentacle-rake or tentacle arm attack. If it gets a hold, it can constrict.
Constrict (Ex): A kraken deals automatic tentacle arm or tentacle-rake damage with a successful grapple check against Large or smaller creatures.
Ink Cloud (Ex): A kraken lord can emit a cloud of jet-black ink 40 feet high by 40 feet wide by 80 feet long once per minute as a free action. The cloud provides total concealment, which the kraken lord normally uses to escape a losing fight. Creatures within the cloud suffer the effects of total darkness. A kraken lord cannot use this ability while out of the water.
Spell-like Abilities: 1/day – control weather, control winds, dominate animal and resist elements. These abilities are as the spells cast by a 11th – level druid (save DC 16 + spell level).
Kraken Lord Characters
Kraken lords sometimes become fighters, clerics or wizards, but their favored class is druid. Kraken lords tend to multiclass including fighter/druid, fighter/cleric, fighter/wizard, cleric/wizard or druid wizard. Very rarely will a kraken lord have levels in barbarian or sorcerer and only those with the most disciplined minds may become psions. Kraken lords never take levels in rouge or bard, thinking it beneath them.
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