Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Super Kraken Of Doomy Doom Doom!!!!!!!!!!!!!!
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="dante58701" data-source="post: 2935929" data-attributes="member: 40336"><p>Kraken</p><p>Gargantuan Magical Beast (Aquatic)</p><p>Hit Dice: 20d10+180 (290 hp)</p><p>Initiative: +4</p><p>Speed: Swim 20 ft. (4 squares)</p><p>Armor Class: 25 (- 4 size, +19 natural), touch 6, flat-footed 25</p><p>Base Attack/Grapple: +20/+35</p><p>Attack: Tentacle +35 melee (2d8+15/19–20)</p><p>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)</p><p>Space/Reach: 20 ft./15 ft. (60 ft. with tentacle, 30 ft. with arm)</p><p>Special Attacks: Amphibious, augmented critical (bite), constrict 2d8+15 or 1d6+7, frightful presence, improved grab, swallow whole</p><p>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</p><p>Saves: Fort +21, Ref +12, Will +13</p><p>Abilities: Str 40, Dex 10, Con 29, Int 21, Wis 20, Cha 20</p><p>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</p><p>Feats: Alertness, Blind-Fight, Combat Expertise, Improved Critical (tentacle), Improved Initiative, Improved Trip, Iron Will</p><p>Environment: Temperate aquatic</p><p>Organization: Solitary</p><p>Challenge Rating: 25</p><p>Treasure: Triple standard</p><p>Alignment: Usually neutral evil</p><p>Advancement: 21–32 HD (Gargantuan); 33–60 HD (Colossal); 61-80 HD (Titanic); Ect.</p><p>Level Adjustment: —</p><p> </p><p>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.</p><p></p><p>Krakens speak Common and Aquan.</p><p></p><p>Combat</p><p></p><p>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.</p><p></p><p>Amphibious (Ex): Although krakens are aquatic, they can survive indefinitely on land.</p><p>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.</p><p></p><p>Constrict (Ex): A kraken deals automatic arm or tentacle damage with a successful grapple check.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>Spell-Like Abilities: At will - control weather, control winds, dominate animal, resist energy. Caster level 20th. The save DC is Charisma-based.</p><p></p><p>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. </p><p></p><p>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.</p><p></p><p>New Feat: Whirlpool (kraken) - The feat I found in a book online..adds a nice possibility.</p><p></p><p>A kraken can use its size and power to spin a captured surface ship to assist in dragging it below the surface.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="dante58701, post: 2935929, member: 40336"] 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. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Super Kraken Of Doomy Doom Doom!!!!!!!!!!!!!!
Top