Zakharan kraken
CLIMATE/TERRAIN: Any marine
FREQUENCY: Very rare
ORGANIZATION: Solitary
ACTIVITY CYCLE: Any
DIET: Carnivore
INTELLIGENCE: Genius (18)
TREASURE: G, R, S (see text)
ALIGNMENT: Any evil
NO. APPEARING: (left blank)
ARMOR CLASS: -4/0/5
MOVEMENT: Sw 3, jet 21
HIT DICE: 25
THAC0: 5
NO. OF ATTACKS: 9
DAMAGE/ATTACK: 2-16 ( ×2), 2-12 ( ×6) and 5-30
SPECIAL ATTACKS: Spells, constrict, ink
SPECIAL DEFENSES: Spells, jet
MAGIC RESISTANCE: Standard
SIZE: G (60’ long, 100' tentacles)
MORALE: Fearless (19-20)
XP VALUE: 25,000
Zakharan Kraken are and albino race of air- and water- breathing squid-like creatures that dwell in the dark depths of the ocean Once, they were smaller and lived in shallow coastal waters, where human worshippers served them and brought them sacrifices. Some upheaval in nature or possibly a battle with forces of good made the surviving monsters retreat to the depths. Although their number dwindled to a mere handful, the survivors grew huge and powerful. Kraken now seek to kill good creatures and to devour all life smaller than they. Kraken are aggressive hunters, able to battle even large sperm whales and win.
Combat: A kraken.s tentacles are Armor Class 5. The body is protected by a thick and durable shell and has an armor class of 0. The head is AC -4, and attackers attempting to strike it suffer a +2 initiative penalty that round (to get past the tentacles). Tentacle damage is painful to a kraken but not fatal, as it can regenerate lost tentacles in a matter of weeks. Swimming forward it moves at a slow rate of 3, but jetting backward it travels at a rate of 21.
A kraken attacks with two barb-covered tentacles, six other tentacles, and a huge beak. A kraken uses at least two of its 10 tentacles to anchor and stabilize itself in combat. The barbed tentacles rake and draw prey to the beaked mouth. If the others hit, they wrap and constrict the prey, causing 2-12 point of damage on the second and each subsequent round. To escape, the tentacle must be severed (16 points of damage from a sharp weapon in a single blow). Each tentacle hit impairs the victim: roll 1d4. A character who is constricted may have one arm (1 = left or 2 = right), no arms (3), or both arms (4) pinned.
If three or more of its tentacles are severed, the creature will immediately retreat. Its 80. × 80. × 120. ink cloud is poisonous for 2-5 rounds, until diluted by the sea water. Creatures exposed to the sepia ink suffer 1-6 points of damage per round (no saving throw). Meanwhile, the kraken jets backward to its lair. Kraken can create airy water in a sphere 130. across or a hemisphere 260’ across for one day. They can use the following powers at will: faerie fire for 8 hours, control temperature in a 400’ radius for one day, control winds once per day, weather summoning once per day, and animal (fish) summoning III three times per day.
Kraken often attack ships to drag them down. Larger than the largest squid, a kraken can drag vessels up to 60’ long under the waves. Larger ships are dragged to a halt in five rounds. If a kraken can grasp the ship with six or more tentacles for three consecutive rounds during an attack, the vessel suffers damage as if it had been rammed. It then takes on water, and within 2-8 rounds the ship will have lost enough buoyancy so that the kraken can easily drag it under.
Habitat/Society: Kraken are solitary creatures except during mating season, which coincides with the monsoons. At this time the kraken gather in the deepest trenches of the ocean, where they leave their eggs to hatch.
Some kraken maintain air-filled cavern complexes where they keep and breed human slaves to serve and feed them. The kraken stock these undersea dungeons by using wind and weather to bring vessels to the area. Such lairs have treasure type A in addition to the treasure indicated above.
Ambitious kraken make pacts with sahuagin or ixitxachitl, agreeing not to destroy them in exchange for their servitude and tribute. These kraken use their servants to strike against shipping and coastal cities.
Ecology: Zakharan kraken prey on whales, giant squid and octopi, and occasionally young zaratan. They especially hate the aboleth, whom they consider unnatural upstarts. They have no natural enemies, though some legends say that rocs will eat young kraken basking near the surface of the ocean, and the marid hunt them for sport.
Originally appeared in Dragon Magazine #198 (1993).
Here's the standard kraken for comparison...
Kraken
CLIMATE/TERRAIN: Very deep oceans
FREQUENCY:Very rare
ORGANIZATION: Solitary
ACTIVITY CYCLE: Any
DIET: Carnivore
INTELLIGENCE: Genius+ (19-20+)
TREASURE:G, R, S (+A)
ALIGNMENT: Neutral evil
NO. APPEARING: 1
ARMOR CLASS: 5/0
MOVEMENT: Sw 3, Jet 21
HIT DICE: 20
THAC0: 1
NO. OF ATTACKS: 9
DAMAGE/ATTACK: 3-18(x2)/2-12(x6)/7-28
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: Nil
SIZE: G (90'+ long)
MORALE: Fanatic (18)
XP VALUE: 14,000
A kraken is a rare form of gargantuan squid. It is one of the most deadly monsters in existence.
Combat: Krakens attack as huge varieties of giant squid. Two of their tentacles are barbed and cause 3d6 points of damage when they hit. They then try to drag prey toward their gaping maws for a bite of 7d4 points of damage. The other six free tentacles inflict 2d6 points of damage when they hit and constrict for 3d6 points each round thereafter. A kraken's tentacle must suffer 18 points of damage from sharp or edged weapons to be severed (these hit points are in addition to those the kraken gets from its Hit Dice).
If three of more of its tentacles have been severed, the monster is 80% likely to retreat, leaving behind a cloud of ink to discourage pursuit. The kraken is 50% likely to retreat to its den if four or more of its tentacles have victims. It leaves behind an ink cloud in this case also. The ink cloud of a kraken is 80 feet high by 80 feet wide by 120 feet long and is poisonous (it dissipates in 2-5 rounds). Those within the cloud receive 2d4 points of damage every round they remain. Krakens jet away to their lairs at a movement rate 21.
Krakens can drag ships of 60 feet long down in the same way as normal giant squids attack. They have the innate power to cause airy water in a sphere 120 yards across or in a hemisphere 240 yards across (they can do this continuously). They can employ the following spell-like powers, one at a time, at will: faerie fire for up to eight hours, control temperature in a 40-yard radius continuously, control winds once per day, weather summoning once per day, and animal summoning III (fish only) three times per day (note that this spell does not grant control of the fish once summoned).
Krakens are not affected by the conch horns of tritons.
Habitat/Society: Krakens have Intelligences of genius or higher and often control entire regions of the underwater world. Their lairs lie thousands of feet below the surface and they maintain huge complexes of caverns where they keep and breed human slaves to serve and feed them.
Ecology: Krakens can breathe either air or water and are aggressive hunters. Many tropical islands have been completely stripped of all inhabitants (animal and human) by krakens.
It is said that krakens retreated to the depths when the forces of good thwarted their attempt to rule the seas, but it is also said that in the future krakens will rise again.