Converting Al-Qadim creatures

Catching up here.

Note that while the primary tentacles do less damage, the secondary tentacles do the same and the bite does more than a regular kraken. I think that's enough to justify the Str increase for size. I'm also thinking Improved Critical (bite).

Actually, a 5d6 bite has the same 17.5 average damage as the regular Kraken's 7d4 bite, it just has a higher standard deviation (i.e. the range of numbers is wider, but the distribution both peaks at the same damage).

Improved Critical (bite) is fine by me.

Dire Charge for the other feat? That's always useful.

I thnk the poison should stick with the dimension of the ink cloud, and should not function on land.

I think the argument was more whether the poison would work as long as the ink-cloud is in existence.

If we make the poison Contact I think we'll have to have it work on land.

What about the suggestion of increasing the poison's Con damage?

Faerie fire sounds good for them.

The SRD faerie fire only affects a 5-ft burst for 1 minute/level. Should we increase the area of effect and duration, since the Kraken's lasts 8 hours?
 

log in or register to remove this ad

The SRD faerie fire only affects a 5-ft burst for 1 minute/level. Should we increase the area of effect and duration, since the Kraken's lasts 8 hours?
Should we allow it to cast faerie fire at will? Will that side-step the eight hour duration nicely, or will it cause trouble?
 

Should we allow it to cast faerie fire at will? Will that side-step the eight hour duration nicely, or will it cause trouble?

The original was at-will, so that wouldn't be changing anything. Requiring the Kraken to refresh it every 9 minutes would be a lot more fiddly, I would rather give it a longer duration. We could bypass the spell limits by making it a unique power, something like:
Fire of the Deep (Sp): As a standard action, a Zakharan Kraken can cause creatures and objects in an area up to an 80 ft. cube with an eldritch glow equal to faerie fire. This glow lasts up to 8 hours, but the Kraken can extinguish it as a (free?) action. This is the equivalent of a 4th-level spell (CL X).
Speaking of the spell-like abilities, would anyone object to increasing the caster level to, say, 15th or 20th? CL 9th seems fairly pathetic for the SRD Kraken, and these fellows are a bit more potent. Oh, and I'd like to give them animal summoning (Aquatic Only). Preferably higher than III, I'm thinking somewhere between V and VII. Let's say animal summoning VI for now?

Also, I would like to keep the original's airy water/control temperature effects. I've long liked the flavour of Krakens creating air-filled (or, possibly, airy-water filled) lairs filled with humanoid slaves, so I'd like to keep it.

I'm thinking it might be easier making them (Su) powers, and the SRD version's resist energy goes some way to represent the temperature control power it's quite a ways from the same effects.

How about adding endure elements and water breathing to it's SLAs and adding some powers? It needs water breathing so it can drag its humanoid victims down to its slave-pens at the bottom of the ocean without drowning them.

Example:

Spell-Like Abilities (Sp): At-will—endure elements (DC 16); 1/day—animal summoning VI (Aquatic only), water breathing (DC 18); 1/day—control weather, control winds, dominate animal (DC 18), resist energy (DC 17). Caster level 15th. The save DC is Charisma-based.

Air Water (Su): Once a day, a Zakharan kraken can create an underwater zone of "airy water", covering a sphere up to 120 feet in radius or a hemisphere up to 240 ft. radius. All creatures within the zone can breathe the airy water as if it were air or water (whichever suits their respiratory systems the best). The airy water has the physical and optical properties of air or water (the Kraken chooses one or the other when it uses this power). Creatures in the zone of airy water move and fight just as if it were ordinary water or air, as appropriate. Thus, creatures can use their swim speed in water-mode airy water, and can fly in air-mode airy water. An "air-mode" zone of airy water looks like an enormous underwater bubble of air, and nonintelligent Aquatic creatures will instinctively avoid entering it. The zone of airy water has a duration of 25 hours, but the Kraken can dismiss it as a standard action.

Control Temperature (Su): Once a day, a Zakharan Kraken can modify the temperature in a sphere up to 120 feet in radius or a hemisphere up to 240 ft. radius. The Kraken can raise or lower the temperature by up to two levels as described in the Weather & Environment rules (e.g. it could change normal cold weather to become hot weather, temperate weather, severe cold or extreme cold). The kraken can alter temperatures between -50 and 140 degrees fahrenheit, but cannot create or affect temperatures hotter or colder than that. This effect has a duration of 25 hours, but the Kraken can dismiss it as a standard action.
 

I've updated the Working Draft with the higher Strength we've agreed on and the (somewhat provisional) additional feats.

I also swapped the Iron Will for Epic Will. Might as well use both its Epic Feats, and it boost the Will save by 2.
 

We already did a temperature control Su that we should probably borrow for consistency. I think it was some unique genie (and one or two other monsters since then).

I'd be happy with boosting the CL.

Fire of the Deep looks ok.

How about making the ink disperse after 2 rounds? (The SRD kraken doesn't say, actually.) Then only boost the poison to 2d6/1d6 or something (or don't boost it).
 

We already did a temperature control Su that we should probably borrow for consistency. I think it was some unique genie (and one or two other monsters since then).

That doesn't ring any bells, can you post it?

I'd be happy with boosting the CL.

Fire of the Deep looks ok.

I'll leave off updating the Draft with them until we hear from a certain Shadowy individual.

How about making the ink disperse after 2 rounds? (The SRD kraken doesn't say, actually.) Then only boost the poison to 2d6/1d6 or something (or don't boost it).

The AD&D Kraken's ink lasts for 1d4+1 rounds, so how about using that.

I'd rather leave the poison damage 1d6/1d6 and say it remains potent for the 2 to 5 round duration of the Ink Cloud.
 

Here's control temp:

Control Temperature (Su): As a swift action, a feng huang can raise or lower the temperature by 10 degrees in a 100-foot-radius centered on itself. Subsequent uses of this ability stack, so it could, for example, raise the temperature by a total of 20 degrees after two rounds.


Fire of the Deep looks fine.

I still don't like the idea of using the ink cloud on land. If anything, it should just fall on the ground and function as a venomous grease spell.
 

That's the Su ability I was thinking about. I'd just grab that.

Ok, let's have the ink cloud disperse in 1d4+1 rounds, have 1d6/1d6 damage, and stay toxic the whole time it's there. I agree with Shade (and that's what I was trying to get at before). Having it be poisonous grease would be perfect. Disperses/runs off after the same duration?
 

Here's control temp:

Control Temperature (Su): As a swift action, a feng huang can raise or lower the temperature by 10 degrees in a 100-foot-radius centered on itself. Subsequent uses of this ability stack, so it could, for example, raise the temperature by a total of 20 degrees after two rounds.

Would it astonish you to read that I prefer my own version.

Anyhow, I don't like the unlimited stacking of this version. If it uses it for an hour straight it can raise the temperature by 6000 degrees!

Fire of the Deep looks fine.

I still don't like the idea of using the ink cloud on land. If anything, it should just fall on the ground and function as a venomous grease spell.

Well wouldn't it blind or poison anything in the area of effect when they get ink sprayed all over them.

Don't think the ink should be slippery though, I'd rather it be just a "field of venom" when used on land.
 

Would it astonish you to read that I prefer my own version.

No, it wouldn't surprise me at all. :p

Anyhow, I don't like the unlimited stacking of this version. If it uses it for an hour straight it can raise the temperature by 6000 degrees!

We could add a max change to remedy that.

Well wouldn't it blind or poison anything in the area of effect when they get ink sprayed all over them.

It depends on how it is able to propel it on land. If it can position itself to spray a stream directly at a foe, then probably. If it just dribbles out the bottom, probably not.

Don't think the ink should be slippery though, I'd rather it be just a "field of venom" when used on land.

I'm fine with just a covering of contact poison until the ground absorbs it.
 

Remove ads

Top