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Converting Al-Qadim creatures
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<blockquote data-quote="Cleon" data-source="post: 5660276" data-attributes="member: 57383"><p>OK, the description needs to mention they're albinos. I'd like to have some more references to their <em>Dragon #198</em> illustration.</p><p></p><p><em>A vast, leprous white creature bigger than some ships. Its body is encased in a thick shell, from which spout a squirming mass of octopus-like tentacles, a huge head, and a strangely humanoid pair of arms. Two of its tentacles are almost twice as long as the others, and are armed with flesh-ripping barbs. The creature's ghastly head combines the worst features of a deep-sea fish, an octopus, and an aquatic ogre. Two red eyes glimmer with malevolence above an enormous beak.</em></p><p><em></em></p><p><em></em>Ages ago, the Zakharan kraken ruled the coast lands, but some ancient event forced them to retreat the depths. They are now few in number, but have grown into albino giants who still brood and plot for the day the kraken shall rise and retake the surface lands.</p><p></p><p>Zakharan kraken can breathe air and water. They find living out of water distasteful, but can survive on land for many months. Their two humanoid arms are mostly used for fine manipulation and to wield magic items. In theory, a Zakharan kraken could wield titan-sized weapons in its hands, but they prefer their natural weapons and rarely develop any skill in arms.</p><p></p><p>Zakharan krakens are loners, congregating only during monsoons to mate. Females lay their eggs in the deepest trenches, then abandon them.</p><p></p><p>Few undersea creatures pose much of a threat to Zakharan krakens; the marid hunt them for sport and young kraken basking on the surface may be taken by rocs. Zakharan krakens prey primarily upon enormous sea creatures such as giant cephalopods and whales.</p><p></p><p>Some Zakharan krakens breed humanoid slaves in air-filled caverns, using them as both servants and livestock. The plight of these slaves is wretched and hopeless. Any that displease their master's whims are tortured and/or devoured, and even should they rebel successfully it would ensure their quick death, for it is only the kraken's power that keeps at bay the crushing and icy cold waters of the oceanic abyss.</p><p></p><p>Zakharan krakens particularly loathe the aboleths, whom they consider upstarts, despite the aboleth's ancient lineage. Other aquatic denizens may offer tribute and sacrifice to a Zakharan kraken in exchange for protection (mostly from the kraken itself). Some lesser evil beings of the deep - usually sahuagin or ixitxachitl - may willingly serve these monsters, and a kraken may occasionally lead armies of evil sea-dwellers against coastal cities and shipping lanes. Krakens frequently menace passing ships, extorting treasure and slaves from them, or simply attacking and taking what they desire.</p><p></p><p>A Zakharan kraken is roughly 60 feet long from beak to tail-tip. Six of the beast's tentacles are shorter arms about 50 feet long; the remaining two are nearly 100 feet long and covered with barbs.</p><p></p><p>Zakharan krakens speak Aquan, Common and Sahuagin.</p><p></p><p><strong> COMBAT</strong></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 30 hit points, and its arms have 15 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 usually withdraws from combat if it loses both tentacles or three of its arms. A kraken regrows severed limbs in 1d10+10 days.</p><p></p><p>A Zakharan kraken has a genius intelligence which it makes full use of in combat. If given time, it will summon storms or aquatic animals to inconvenience its opponents. They place great value on their own lives and readily retreat from a tough fight. The lives of other creatures are of scant value to a kraken, and it will kill an army of slaves or followers to spare itself pain or mere inconvenience.</p><p></p><p>If a Zakharan kraken is forced to retreat it will try to carry off any prospective slaves it has grappled in its tentacles. The kraken usually has to use its <em>water breathing</em> and <em>endure elements</em> spell-like abilities on its captives so they don't freeze and drown during their journey to submarine slavery.</p></blockquote><p></p>
[QUOTE="Cleon, post: 5660276, member: 57383"] OK, the description needs to mention they're albinos. I'd like to have some more references to their [I]Dragon #198[/I] illustration. [I]A vast, leprous white creature bigger than some ships. Its body is encased in a thick shell, from which spout a squirming mass of octopus-like tentacles, a huge head, and a strangely humanoid pair of arms. Two of its tentacles are almost twice as long as the others, and are armed with flesh-ripping barbs. The creature's ghastly head combines the worst features of a deep-sea fish, an octopus, and an aquatic ogre. Two red eyes glimmer with malevolence above an enormous beak. [/I]Ages ago, the Zakharan kraken ruled the coast lands, but some ancient event forced them to retreat the depths. They are now few in number, but have grown into albino giants who still brood and plot for the day the kraken shall rise and retake the surface lands. Zakharan kraken can breathe air and water. They find living out of water distasteful, but can survive on land for many months. Their two humanoid arms are mostly used for fine manipulation and to wield magic items. In theory, a Zakharan kraken could wield titan-sized weapons in its hands, but they prefer their natural weapons and rarely develop any skill in arms. Zakharan krakens are loners, congregating only during monsoons to mate. Females lay their eggs in the deepest trenches, then abandon them. Few undersea creatures pose much of a threat to Zakharan krakens; the marid hunt them for sport and young kraken basking on the surface may be taken by rocs. Zakharan krakens prey primarily upon enormous sea creatures such as giant cephalopods and whales. Some Zakharan krakens breed humanoid slaves in air-filled caverns, using them as both servants and livestock. The plight of these slaves is wretched and hopeless. Any that displease their master's whims are tortured and/or devoured, and even should they rebel successfully it would ensure their quick death, for it is only the kraken's power that keeps at bay the crushing and icy cold waters of the oceanic abyss. Zakharan krakens particularly loathe the aboleths, whom they consider upstarts, despite the aboleth's ancient lineage. Other aquatic denizens may offer tribute and sacrifice to a Zakharan kraken in exchange for protection (mostly from the kraken itself). Some lesser evil beings of the deep - usually sahuagin or ixitxachitl - may willingly serve these monsters, and a kraken may occasionally lead armies of evil sea-dwellers against coastal cities and shipping lanes. Krakens frequently menace passing ships, extorting treasure and slaves from them, or simply attacking and taking what they desire. A Zakharan kraken is roughly 60 feet long from beak to tail-tip. Six of the beast's tentacles are shorter arms about 50 feet long; the remaining two are nearly 100 feet long and covered with barbs. Zakharan krakens speak Aquan, Common and Sahuagin. [B] COMBAT[/B] 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 30 hit points, and its arms have 15 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 usually withdraws from combat if it loses both tentacles or three of its arms. A kraken regrows severed limbs in 1d10+10 days. A Zakharan kraken has a genius intelligence which it makes full use of in combat. If given time, it will summon storms or aquatic animals to inconvenience its opponents. They place great value on their own lives and readily retreat from a tough fight. The lives of other creatures are of scant value to a kraken, and it will kill an army of slaves or followers to spare itself pain or mere inconvenience. If a Zakharan kraken is forced to retreat it will try to carry off any prospective slaves it has grappled in its tentacles. The kraken usually has to use its [I]water breathing[/I] and [I]endure elements[/I] spell-like abilities on its captives so they don't freeze and drown during their journey to submarine slavery. [/QUOTE]
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