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<blockquote data-quote="BOZ" data-source="post: 1451191" data-attributes="member: 1241"><p>it's the dawn of a new day. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> y'all ready for this?</p><p></p><p>KRAKENTUA</p><p>Colossal Aberration</p><p>Hit Dice: 50d8+450 (675 hp)</p><p>Initiative: +4 (Improved Initiative)</p><p>Speed: 50 ft, swim 30 ft</p><p> Fly 30 ft (poor) (females only)</p><p>AC: 16 (-8 size, +14 natural)</p><p>Attacks: 7 tentacle slaps +46 melee, 2 slams +43 melee</p><p>Damage: Tentacle slap 2d6+16, slam 2d6+8</p><p>Face/Reach: 40 ft by 40 ft/25 ft</p><p>Special Attacks: Spell-like abilities (female), improved grab, constrict, trample, spit (male), mist (male)</p><p>Special Qualities: Dream imprint (female), darkvision 120 ft</p><p>Saves: Fort +30, Ref +14, Will +32</p><p>Abilities: Str 43, Dex 11, Con 28, Int 17, Wis 20, Cha 18</p><p>Skills: Listen +25, Spot +25, Wilderness Lore +35</p><p>Feats: Improved Initiative, Multiattack, Multidexterity, Multiweapon Fighting, Power Attack, Track, Weapon Focus (tentacle)</p><p></p><p>Climate/Terrain: Temperate and warm aquatic</p><p>Organization: Solitary</p><p>Challenge Rating: 30</p><p>Treasure: Standard</p><p>Alignment: Always chaotic evil</p><p>Advancement: 50-150 HD (Colossal)</p><p></p><p>Out of nightmares and one of the most fearsome creatures known to exist, the krakentua is a very powerful creature with a voracious appetite rivaled only by that of the Tarrasque.</p><p> </p><p> Krakentuas consider themselves far superior to all other creatures and seek to enslave any they encounter.</p><p> </p><p> The krakentua has the body of a human and the head of a kraken. It stands about 90 feet tall, and is usually dressed in exquisite robes of bright colors. It has greenish-hued skin. Seven gray-green, 20-foot long tentacles extend from its head. Its eyes are bulbous and red, with black pupils. A light red mist continuously oozes from its body.</p><p> </p><p> The krakentua speaks Common, Aquan, and Undercommon.</p><p></p><p>COMBAT </p><p>A krakentua attacks with its tentacles, whipping and slashing its opponents, and its fists. A grabbed opponent will be held and crushed by the strength of its tentacles. On occasion, the krakentua wields Huge versions of normal weapons in each of its seven tentacles; favored weapons are the spear, trident, and longsword.</p><p> </p><p> Females attack with their spell-like abilities in addition to the aforementioned attacks.</p><p> </p><p> 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.</p><p> </p><p> Constrict (Ex): A krakentua tentacle deals 2d6+8 points of damage with a successful grapple check against Huge or smaller opponents.</p><p> </p><p> 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.</p><p> </p><p> 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.</p><p> </p><p> Mist (Su): Male krankentua only; cone of mist, once per round, 50 feet, 1d4 points of damage; Fortitude save (DC 44) negates.</p><p> </p><p> 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).</p><p> </p><p> 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.</p><p> </p><p> 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.</p><p> </p><p> 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.</p><p> </p><p> The tracking bonus disappears after 1 week as the imprint fades from the target’s aura.</p><p> </p><p> 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.</p><p> </p><p>KRAKENTUA SOCIETY </p><p>Krakentuas inhabit remote seas, uninhabited islands, or the depths of the ocean. On occasion, they will make their homes offshore near civilized communities.</p><p> </p><p> Krakentua are obsessed with maintaining a congregation of slaves (most often of human origin), who must worship and honor them.</p><p></p><p>The Krakentua first appeared in OA7 (Rick Swan, 1989).</p></blockquote><p></p>
[QUOTE="BOZ, post: 1451191, member: 1241"] it's the dawn of a new day. ;) y'all ready for this? KRAKENTUA Colossal Aberration Hit Dice: 50d8+450 (675 hp) Initiative: +4 (Improved Initiative) Speed: 50 ft, swim 30 ft Fly 30 ft (poor) (females only) AC: 16 (-8 size, +14 natural) Attacks: 7 tentacle slaps +46 melee, 2 slams +43 melee Damage: Tentacle slap 2d6+16, slam 2d6+8 Face/Reach: 40 ft by 40 ft/25 ft Special Attacks: Spell-like abilities (female), improved grab, constrict, trample, spit (male), mist (male) Special Qualities: Dream imprint (female), darkvision 120 ft Saves: Fort +30, Ref +14, Will +32 Abilities: Str 43, Dex 11, Con 28, Int 17, Wis 20, Cha 18 Skills: Listen +25, Spot +25, Wilderness Lore +35 Feats: Improved Initiative, Multiattack, Multidexterity, Multiweapon Fighting, Power Attack, Track, Weapon Focus (tentacle) Climate/Terrain: Temperate and warm aquatic Organization: Solitary Challenge Rating: 30 Treasure: Standard Alignment: Always chaotic evil Advancement: 50-150 HD (Colossal) Out of nightmares and one of the most fearsome creatures known to exist, the krakentua is a very powerful creature with a voracious appetite rivaled only by that of the Tarrasque. Krakentuas consider themselves far superior to all other creatures and seek to enslave any they encounter. The krakentua has the body of a human and the head of a kraken. It stands about 90 feet tall, and is usually dressed in exquisite robes of bright colors. It has greenish-hued skin. Seven gray-green, 20-foot long tentacles extend from its head. Its eyes are bulbous and red, with black pupils. A light red mist continuously oozes from its body. The krakentua speaks Common, Aquan, and Undercommon. COMBAT A krakentua attacks with its tentacles, whipping and slashing its opponents, and its fists. A grabbed opponent will be held and crushed by the strength of its tentacles. On occasion, the krakentua wields Huge versions of normal weapons in each of its seven tentacles; favored weapons are the spear, trident, and longsword. Females attack with their spell-like abilities in addition to the aforementioned attacks. 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. 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. 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. Mist (Su): Male krankentua only; cone of mist, once per round, 50 feet, 1d4 points of damage; Fortitude save (DC 44) negates. 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). 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. KRAKENTUA SOCIETY Krakentuas inhabit remote seas, uninhabited islands, or the depths of the ocean. On occasion, they will make their homes offshore near civilized communities. Krakentua are obsessed with maintaining a congregation of slaves (most often of human origin), who must worship and honor them. The Krakentua first appeared in OA7 (Rick Swan, 1989). [/QUOTE]
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