Shade
Monster Junkie
I think that still works. As for the weapon use in its tentacles, I found this in the darktentacles entry in MM2, which might help here:BOZ said:"The male krakentua attacks with its tentacles, using them like whips to inflict 1-4 hit points of damage each. A tentacle making a successful hit can also grab its victim, inflicting 1-10 hit points of crushing damage in subsequent rounds. A victim has a 50% chance of having one upper limb pinned, a 25% chance of having both limbs free, and a 25% chance of having both limbs pinned. The victim cannot free himself unless the tentacle is severed. Each tentacle has 15 hit points; this is in addition to the hit points of the body. A krakentua commonly wields weapons in its tentacles, preferring katana and wakizashi."
we currently have this:
Improved Grab (Ex): To use this ability, a krankentua must hit an opponent of up to Huge size with a tentacle attack. If it gets hold, it can constrict.
Constrict (Ex): A krakentua tentacle deals 2d6+8 points of damage with a successful grapple check against Huge or smaller opponents.
Weapon Use (Ex): A darktentacles of Large size can wield a melee weapon of up to Huge size in each tentacle. It is proficient with all simple and martial melee weapons.
Add "the save DC is Strength-based".BOZ said:"A male krakentua can attack with his fists for 1-10 hit points of damage each, and can also trample any victims who fall under foot for 1-100 hit points of damage."
we have:
Trample (Ex): Krakentua can trample Gargantuan or smaller opponents for 8d12+16 points of damage. Opponents that do not take an opportunity attack can attempt a Reflex save (DC 51) for half damage.
Add "the save DC is Constitution-based".BOZ said:"He can spit a stream of cherry milk at any single victim up to a distance of 100 feet; the victim must save versus poison or be blinded for 2-12 segments."
we have:
Spit (Su): Male krakentua only; line of cherry-milk acid, once every 1d4 rounds, 100 feet, blindness for 2d6 rounds; Reflex save (DC 44) to avoid.
This ability is incredible weak for a creature of its size and power. I'd suggest making it Con damage instead.BOZ said:"He can belch a cloud of foul red mist 50 feet in diameter; victims within the mist cloud must save versus poison or suffer 1 hit point of damage."
we have:
Mist (Su): Male krankentua only; cone of mist, once per round, 50 feet, 1d4 points of damage; Fortitude save (DC 44) negates.
Yep.BOZ said:got that?

Since "at will" requires them to spend an action, perhaps we could make it something like this:BOZ said:"females have continual ESP, clairaudience, detect lie detect evil, and detect good."
we have:
Spell-Like Abilities: Female krankentua only; at will—detect evil, clairaudience/clairvoyance, detect good, and detect thoughts. These abilities are as the spells cast by a 12th-level sorcerer (save DC 14 + spell level).
"Uncanny Insight" (Su): Female krankentua continuously use detect evil, detect good, and detect thoughts as the spells (caster level 12th).
I'd leave clairaudience/clairvoyance as an "at will" spell-like, though, as it is more difficult to use.
Obviously, Wilderness Lore becomes survival. I'd recommend making the bonus either a competence or circumstance bonus.BOZ said:"They can induce lifelike dreams in intelligent victims that are indistinguishable from reality. While her victims experience the dreams, the krakentua is able to imprint their mental auras so that she can track them later; the more energy expended by the victims in their dreams (for instance, if the victims imagine they are fighting for their lives), the stronger the imprint. The stronger the imprint, the greater the krakentua’s ability to find them later. Creating the dreams is extremely stressful for the krakentua; she is unable to create dreams for more than an hour a month and never more than three dreams in succession.
and this gives us a nice long description:
Dream Imprint (Su): A female can induce dreams in a sleeping opponent. The krankentua imprints the dreaming target’s aura with a sign that allows the female to track the target at a later date.
The sleeping victim is allowed a Will save (DC 40) to reject the dream. If the save fails the krakentua can imprint the target’s mind for up to 1 hour.
For every 10 minutes spent imprinting a target, the krakentua gains a +2 to its Wilderness Lore roll to track the target. It can track a target anywhere on the same plane of existence as if using a discern location spell. The krakentua can move at full speed while tracking a target in this manner.
The tracking bonus disappears after 1 week as the imprint fades from the target’s aura.
Creating the dreams is extremely stressful for the krakentua. She cannot create dreams for more than an hour a month, and she can never create more than three dreams in immediate succession.