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Kraken Variants

Cleon

Adventurer
This is a continuation of the 3E/3.5 Kraken Variants thread that was displaced to General Tabletop Discussions during one of Enworld's "great server hiccups".

A Kraken Variant Index is posted next.

Completed conversions from the original thread will be reposted here for the sake of convenience.
 

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Cleon

Adventurer
Kraken Variant Index
Khalk'ru (with Aspect of Khalk'ru)
Kraken, Mystaran

  1. In original OD&D, the "Hyborean" Kraken is Khalk'ru from A Merritt's Dwellers in the Mirage. COMPLETED
  2. In BECMI, Kraken are quite different from the AD&D/3E+ version, so I fancy statting it as a "Mystaran Kraken". WORKING
  3. In AD&D's Birthright setting, The Kraken is an awnshegh in Blood Enemies (1995) PENDING
  4. Birthright also has an Undead Kraken in Legacy of the Hero-Kings (1996) PENDING
  5. Kara-Tur has Krakentua Spawn in Test of the Samurai (1989) PENDING
  6. Nehwon has the giant squid-like Leviathan in Deities and Demigods (1980), Lankhmar (1985) and LNA2 - Nehwon (1990) PENDING
 
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Cleon

Adventurer
Khalk'ru
Colossal Outsider (Extraplanar)
Hit Dice: 30d8+420 (555 hp)
Initiative: +11
Speed: Fly 40 ft. (8 squares, perfect)
Armor Class: 42 (–8 size, +7 Dex, +8 deflection, +25 natural), touch 17, flat-footed 35
Base Attack/Grapple: +30/+61
Attack: Tentacle +37 melee (3d8+15 plus touch of destruction)
Full Attack: Twelve tentacles +37 melee (3d8+15 plus touch of destruction)
Space/Reach: 30 ft./ 20 ft. (60 ft. with tentacle)
Special Attacks: Constrict 3d8+15 plus touch of destruction, expert grappler, improved grab, interdimensional suggestion, spell-like abilities, touch of destruction
Special Qualities: Darkvision 60 ft., deflection, maddening presence, immunity to mind-affecting effects, spell resistance 35, true seeing
Saves: Fort +31, Ref +24, Will +25
Abilities: Str 40, Dex 25, Con 39, Int 15, Wis 26, Cha 26
Skills: Concentration +47, Diplomacy +12, Escape Artist +40, Hide +24, Intimidate +41, Knowledge (arcana) +35, Knowledge (religion) +35, Knowledge (the planes) +35, Listen +41, Sense Motive +41, Spot +41, Survival +8 (+12 on other planes), Use Rope +7 (+11 to bind)
Feats: Blind-Fight, Cleave, Dire Charge, Combat Reflexes, Great Cleave, Improved Initiative, Lightning Reflexes, Quicken Spell-Like Ability ×4 (enervation, greater dispel magic, mass suggestion, nightmare)
Environment: Any
Organization: Solitary
Challenge Rating: 25
Treasure: None
Alignment: Always neutral evil
Advancement:
Level Adjustment:

A titanic octopoidal horror with a dozen tentacles as long as ships and a globular body the size of a building. The creature floats in the air as if it were in water. Its skin is blacker than black, its only color is the red of its unfathomably malevolent eyes whose piercing gaze seems to see your every sin and weakness.

Khalk'ru is a terrifying extraplanar entity whose only interest in the Material Plane is its annihilation. It is known by many titles, including The Dissolver, The Eater-Up of Life, The End-Without-End, The Living Nothingness and The Lightless Timeless Void. The Dissolver is able to subtly influence mortals on the Prime Material Plane, creating insane cults who call upon Khalk'ru to destroy sacrifices or enemies and beg it to spare them. The worst of these cultists dream of summoning their lord to destroy all of creation, but fortunately most cults of The Dissolver are only able to summon an aspect of Khalk'ru (as detailed below). There are several magical items associated with The Living Nothingness, relics of a lost civilization of Khalk'ru worshippers whose nihilism destroyed them.

Khalk'ru is roughly 150 feet across, from tentacle-tip to tentacle-tip.

Combat
Khalk'ru typically opens combat by using Dire Charge and Great Cleave to try to strike as many opponents as possible with its tentacles while simultaneously barraging them with quickened spell-like abilities. If an enemy does not dissolve to Khalk'ru's touch of destruction the octopoid abomination switches to constriction attacks and its other spell-like abilities. When Khalk'ru is presented with opponents too feeble to pose a threat it occasionally holds off annihilating them and merely waits for its maddening presence special attack to transform those creatures into its insane worshipers.

Constrict (Ex): Khalk'ru deals automatic tentacle damage with a successful grapple check.

Deflection (Ex): Khalk'ru has a profane bonus to its armor class equal to its Charisma bonus (if any).

Expert Grappler (Ex): If Khalk'ru chooses to grapple an opponent but remain ungrappled itself it only takes a –10 penalty on its grapple checks instead of the normal –20 penalty. It may then make tentacle attacks as normal.

Improved Grab (Ex): To use this ability, Khalk'ru must hit with a tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.

Interdimensional Suggestion (Sp): Once per week, Khalk'ru may use suggestion as a spell-like ability on a creature located on a different plane of existence, provided that the target creature knows of Khalk'ru's existence. This exposes the suggestion's target to Khalk'ru's maddening presence ability (see below).

Maddening Presence (Su): Khalk'ru's presence is so horrific that any creature within 120 feet who observes it are subject to madness. Failure on a DC 33 Will save indicates that the victim takes 1d4 Wis drain. Rather than entering a withdrawn nightmare state, a creature drained to zero Wisdom regains its normal Wisdom score but becomes a fanatical worshiper of Khalk'ru who returns to their home plane and attempts to summon Khalk'ru there. A creature that makes a saving throw against Khalk'ru's maddening presence is immune to it for 24 hours. Blindness is no protection — Khalk'ru's presence is an affront to all five senses. This is a mind-affecting ability. The save DC is Charisma-based.

Spell-Like Abilities: At will—astral projection, chaos hammer (DC 22), cloak of chaos (DC 26), desecrate, destruction (DC 25), detect good, detect law, enervation, greater dispel magic, greater scrying (DC 25), greater teleport (DC 25), mass suggestion (DC 24), nightmare (DC 23), unhallow, word of chaos (DC 25); 3/day—dream, quickened enervation, quickened greater dispel magic, quickened mass suggestion (DC 24), quickened nightmare (DC 23), symbol of insanity (DC 26), weird (DC 27); 1/day—implosion (DC 27), storm of vengeance (DC 27). Caster level 20th; save DC 18 + spell level.

Touch of Destruction (Su): Any creature hit by Khalk'ru's tentacle or constrict attacks must succeed at a DC 33 Will save or gain negative energy levels equal to their hit dice. A victim who fails the Will save must then succeed at a DC 33 Fortitude save or their corpse is utterly consumed as if affected by a destruction spell. Creatures immune to energy drain and/or death effects are still subject to the destruction effect it they fail both saving throws. The only way to restore to life a creature destroyed by Khalk'ru's touch is to use true resurrection, a carefully worded wish spell followed by resurrection, or miracle. Victims who have merely had all their energy levels drained by Khalk'ru may be restored to life by resurrection. In either case, restoration spells can be used to restore the lost levels. The save DCs are Charisma-based.

True Seeing (Su): This ability continuously duplicates the effect of the spell.

Aspect of Khalk'ru
Gargantuan Outsider (Extraplanar)
Hit Dice: 15d8+135 (202 hp)
Initiative: +9
Speed: Fly 40 ft. (8 squares, perfect)
Armor Class: 32 (–4 size, +5 Dex, +5 deflection, +16 natural), touch 16, flat-footed 27
Base Attack/Grapple: +15/+39
Attack: Tentacle +23 melee (2d8+18 plus touch of destruction)
Full Attack: Tentacle +23 melee (2d8+18 plus touch of destruction)
Space/Reach: 20 ft./ 15 ft. (60 ft. with tentacle)
Special Attacks: Constrict 2d8+18 plus touch of destruction, expert grappler, improved grab, touch of destruction
Special Qualities: Darkvision 60 ft., deflection, immunity to mind-affecting effects, spell resistance 25, true seeing
Saves: Fort +18, Ref +16, Will +14
Abilities: Str 34, Dex 21, Con 29, Int 11, Wis 20, Cha 20
Skills: Diplomacy +7, Hide +11, Intimidate +23, Knowledge (arcana) +18, Knowledge (religion) +18, Knowledge (the planes) +18, Listen +18, Sense Motive +18, Spot +18, Survival +5 (+7 on other planes)
Feats: Blind-Fight, Cleave, Combat Reflexes, Great Cleave, Improved Initiative, Lightning Reflexes
Environment: Any
Organization: Solitary
Challenge Rating: 15
Treasure: None
Alignment: Always neutral evil
Advancement:
Level Adjustment:

A gigantic black tentacle coils in the air. It resembles the limb of a titanic octopus with sucking discs along its inner surface, but there is something ineffably hideous about it.

An aspect of Khalk'ru is a single tentacle from a terrifying extraplanar entity known as Khalk'ru the Dissolver whose only interest in the Material Plane is its annihilation. Crazed worshippers call upon Khalk'ru to destroy sacrifices or enemies and beg it to spare them. Most cults of Khalk'ru lack the means or power to conjure The Dissolver in its entirety so summon an aspect of Khalk'ru instead.

An aspect of Khalk'ru is a 50 foot long tentacle.

Combat
An aspect of Khalk'ru uses its Cleave and Combat Reflexes feats to try to hit as many opponents as possible and affect them with its touch of destruction ability. It reserves its improved grab and constrict special attacks for powerful or desirable targets.

Constrict (Ex): An aspect of Khalk'ru deals automatic tentacle damage with a successful grapple check.

Deflection (Ex): Khalk'ru has a profane bonus to its armor class equal to its Charisma bonus (if any).

Expert Grappler (Ex): An aspect of Khalk'ru that chooses to grapple an opponent but remain ungrappled itself only takes a –10 penalty on its grapple checks instead of the normal –20 penalty. It may then make tentacle attacks as normal.

Improved Grab (Ex): To use this ability, the aspect of Khalk'ru must hit with a tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.

Touch of Destruction (Su): Any creature hit by an aspect of Khalk'ru's tentacle or constrict attacks must succeed at a DC 22 Will save or gain 1d4+2 negative energy levels. A victim who gains negative energy levels equal to their hit dice must succeed at a DC 22 Fortitude save or their corpse is utterly consumed as if affected by a destruction spell. Creatures immune to energy drain and/or death effects are still subject to the destruction effect it they fail both saving throws. The only way to restore life to a creature destroyed by Khalk'ru's touch is to use true resurrection, a carefully worded wish spell followed by resurrection, or miracle. Victims who have merely had all their energy levels drained by Khalk'ru may be restored to life by resurrection. In either case, restoration spells can be used to restore the lost levels. The save DCs are Charisma-based.

True Seeing (Su): This ability continuously duplicates the effect of the spell.

Originally appeared in Supplement IV: Gods, Demigods, Heroes (1976)
 
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Cleon

Adventurer
Kraken, Mystaran
Colossal Magical Beast (Aquatic)
Hit Dice: 64d10+640 (992 hp)
Initiative: +9
Speed: Swim 80 ft. (16 squares)
Armor Class: 40 (–8 size, +1 Dex, +37 natural), touch 3, flat-footed 39
Base Attack/Grapple: +64/+101
Attack: Tentacle +78 melee (6d6+21/19-20)
Full Attack: Ten tentacles +78 melee (6d6+21/19-20) and bite +78 melee (8d8+10/19-20)
Space/Reach: 150 ft./ 50 ft. (750 ft. with tentacle)
Special Attacks: Constrict 6d6+21, expert grappler, improved grab, shipcrusher
Special Qualities: Camouflage, darkvision 750 ft., ink cloud, jet, superior low-light vision
Saves: Fort +46, Ref +37, Will +30
Abilities: Str 52, Dex 13, Con 31, Int 5, Wis 16, Cha 12
Skills: Escape Artist +13, Hide –11, Intimidate +16, Listen +30, Spot +30, Swim +29
Feats: Alertness, Blind-Fight, Cleave, Combat Reflexes, Dire Charge, Diehard, Endurance, Epic Will, Great Cleave, Great Fortitude, Improved Critical (bite, tentacle), Improved Initiative, Improved Trip, Iron Will, Lightning Reflexes, Multiattack, Improved Multiattack, Power Attack, Superior Initiative, Weapon Focus (bite, tentacle)
Environment: Any aquatic
Organization: Solitary
Challenge Rating: 25
Treasure: Double Standard (mostly in lair, only useful magic items will be carried)
Alignment: Usually chaotic evil
Advancement: 65-128 HD (Colossal)
Level Adjustment:

A vast mass floats in the water. The mass's greenish-blue colour and frilled surface closely resembles seaweed but then it moves, revealing it to be a living creature of unthinkable size. Piecing together what portions of it can be made out reveal the mass to be an squid-like beast of truly titanic size. Its body is bigger than all but the largest ships and its ten tentacles stretch longer than many city streets.

Mystaran kraken are dim-witted relatives of the common kraken. They are almost unfathomably large, and may be one of the biggest creatures alive. They spend most of their lives in the abyssal depths they call home, but when the hunger or anger of the kraken wakes they can be as devastating as a hurricane, rising to the surface and crushing large ships into splinters with casual ease.

Mystaran kraken are carnivores. They usually hunt by simply reaching out their furlong-length tentacles to snag passing creatures. An immobile Mystaran kraken resembles a floating mass of kelp, and it normally uses this disguise will waiting for unfortunate prey to wander past.

A typical Mystaran kraken has a body 150 feet long and tentacles up to 750 feet long, giving it an "armspan" of 1,600 feet or so.

Mystaran kraken can speak Abyssal and Aquan, but almost never talk. Particularly old or intelligent specimens may know additional languages.

Combat
A Mystaran kraken strikes with its tentacles, trying to constrict its opponents and drag them close enough to make bite attacks. If it's seriously injured or loses five or more tentacles it uses its ink cloud and flees the battlefield.

A Mystaran kraken can attack with all its tentacles simultaneously, dividing its attacks among as many opponents as it likes. The kraken can bring all ten tentacle attacks to bear against a Colossal opponent, it can attack a Gargantuan creature with up to 4 tentacles, a Huge creature with 2 tentacles, and Large or smaller opponents with only one tentacle.

An opponent can make sunder attempts against a Mystaran kraken’s tentacles as if they were weapons. A Mystaran kraken’s tentacles have 60 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 deals damage to the kraken equal to half the limb’s full normal hit points. A Mystaran kraken usually withdraws from combat if it loses five of its tentacles. A kraken regrows severed limbs in 1d10+10 days.

Constrict (Ex): A Mystaran kraken deals automatic tentacle damage with a successful grapple check.

Expert Grappler (Ex): If a Mystaran kraken chooses to grapple an opponent but remain ungrappled itself it only takes a –10 penalty on its grapple checks instead of the normal –20 penalty. It may then make tentacle attacks as normal.

Jet (Ex): A Mystaran kraken can jet backward once per round as a full-round action, at a speed of 320 feet. It must move in a straight line, but does not provoke attacks of opportunity while jetting.

Ink Cloud (Ex): A Mystaran kraken can emit a cloud of jet-black ink in an 1000-foot spread once per minute as a free action. The cloud provides total concealment, which the kraken normally uses to escape a fight that is going badly. Creatures within the cloud are considered to be in darkness.

Camouflage (Ex): A Mystaran kraken can rest motionless and almost perfectly mimic a floating mass of kelp. It takes a DC 30 Spot check to distinguish a camouflaged Mystaran kraken before it moves. Unfortunate creatures may already be within reach of the kraken's tentacles before they see it. Creatures with ranks in Knowledge (arcana) or Survival may use one of those skills instead of Spot to notice the monster.

Shipcrusher (Ex): A Mystaran kraken can constrict a colossal creature or object with more than one tentacle. The constriction damage increases by 1d6 for each additional tentacle.

Superior Low-Light Vision (Ex): A Mystaran kraken can see ten times as far as a human can in dim light.

Skills: A Mystaran kraken can slightly change its color and shape, giving it a +4 racial bonus on Hide checks. A Mystaran kraken also can squeeze and contort its body, giving it a +10 racial bonus on Escape Artist checks.

A kraken has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

Originally appeared in AC9 - Creature Catalogue (1986)
 
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freyar

Extradimensional Explorer
OK, you have the Mystaran kraken listed as "working," but I think you can remove the [?] from the language line and call it done. I like that choice.

Want to do the Birthright ones next?
 


Cleon

Adventurer
The Kraken - Original Stats

kraken

INTELLIGENCE: Genius (19)
ACTIVITY CYCLE: Any
DIET: Carnivore
MOVEMENT: Sw 9, Jet 24
ALIGNMENT: Chaotic evil
SIZE: G (110′ long)
ARMOR CLASS: 0 (tentacle) / -5 (body)
HIT POINTS: 220
SAVES AS: F24
THAC0: 2 (base)
NO. OF ATTACKS: 9
DAMAGE/ATTACK: 1d10+10(x2)/2d8(x6)/10d4
SPECIAL ATTACKS: Constriction, ink cloud
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: 30%
MORALE: Fearless (20)
BLOOD: Major (Azrai) 47
BLOOD ABILITIES: Death Touch (Major), Long Life (Great), Major Regeneration (Great), Regeneration (Great)
XP VALUE: 29,000


The largest monster in Cerilia, the Kraken acts like nothing more than an animal, though some say it has exceptional intelligence.

Two of the beast’s tentacles are barbed, and it uses them to latch onto the sides of ships. whales or giant squid when it hunts. These tentacles do 1d10+10 points of damage per hit, and can be used with all the creatures other attacks. The smaller tentacles are used for constricting and crushing targets; Six can be used each round, though only two can attack a single man-sized creature. A character hit by a smaller tentacle takes 2d8 points of damage and must save versus paralyzation or be wrapped up, immobilized in the tentacle (automatic damage each round) until the Kraken lets go or someone severs it with 20 points of damage (the larger tentacles take 30 points before severing). All tentacles are AC -5 because of their extreme toughness.

The Kraken’s bite is used only on a ship itself or on food; its beak does 10d4 points of damage to anything it bites.

Unlike other kraken, the Kraken does not retreat once it attacks a vessel. The creature heals quickly, so it can lose a few tentacles or even an eye, to gain a goal. Should the Kraken wish to retreat, however, it shoots a jet of black ink 80 feet high and 120 feet long toward its opponents. The ink is poisonous—this is the Kraken’s death touch, as described under “Blood Abilities” in this book—but dissipates in 2-5 rounds, while the Kraken uses its jets to flee.

Some say the Kraken devours the crews of ships and hauls the shattered vessels to a cavern beneath the Krakenstaur. No wreckage or survivors are ever found after a Kraken attack, but its treasure hoard must be monstrous, if this theory is to be believed.

Originally appeared in Blood Enemies: Abominations of Cerilia (1995).

Notes on Blood Abilities:

Death Touch

Exude virulent poison, death touch results in disease or death depending on strength and can spoil food and drink, or pollute enclosed water. May manifest as skin-contact poison, injected poisons, or a spray/cloud/underwater ink cloud. Max dispersal affects creatures in 25' radius.

Major death touch requires a save vs. death magic: failure kills in 1-10 rounds, success causes target to contract a disease doing 1d4 hp a per day until neutralize poison or cure disease is cast on them.

Some awnsheghlien have even more dangerous variants of this ability.

Long Life
Characters with great long life age at a rate of one year each century.

Major Regeneration
The character regains lost hit points at a rate of one per round. Lost limbs, organs, or senses are restored in weeks (30 days, reduced by one day per Constitution point).

Note: Regeneration is a prerequisite. If using the Hovering on Death’s Door rule, a regenerating scion doesn’t continue to lose hit points at negative HP, but still dies at –10.
 
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Cleon

Adventurer
Awnshegh, Kraken
Colossal Colossal Outsider (Aquatic, Chaotic, Evil, Native, Water)
Hit Dice: d8+ ( hp)
Initiative: +
Speed: ? ft. ( squares)
Armor Class: 1 (– 8 size, Dex, + natural), touch 1, flat-footed 1
Base Attack/Grapple: +/+
Attack: Tentacle + melee (d+)
Full Attack: 2 tentacles + melee (d+) and 6 arms + melee (d+) and bite + melee (d+)
Space/Reach: 30 ft./20 ft. (80 ft. with tentacle, 40 ft. with arm) [Colossal] OR
40 ft./30 ft. (100 ft. with tentacle, 50 ft. with arm) [Colossal+]
Special Attacks: Improved grab, constrict, poison ink cloud
Special Qualities: Darkvision 60 ft., jet, low-light vision, regeneration or fast healing #?, spell resistance #, spell-like abilities [?]
Saves: Fort +, Ref +, Will +
Abilities: Str , Dex , Con , Int , Wis , Cha
Skills: # Swim +
Feats: #
Environment: Cold aquatic
Organization: Solitary
Challenge Rating: #
Treasure: Triple standard [?]
Alignment: Always chaotic evil
Advancement: — [?]
Level Adjustment:

Description

Flava!

Combat
Tactics

Skills: The kraken has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
 
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Cleon

Adventurer
It seems worthwhile comparing the standard 2E Kraken to the unique Awnshegh version. For the sake of compactness only differences will be mentioned:

MOVEMENT: Sw 9, Jet 24 - 2E Kraken have Sw 3, Jet 21
ALIGNMENT: Chaotic evil - 2E Kraken are neutral evil
SIZE: G (110′ long) - 2E Kraken are 90′+ long
ARMOR CLASS: 0 (tentacle) / -5 (body) - 2E Kraken are 5 (tentacle) / 0 (body)
HIT POINTS: 220 - 2E Kraken are 20 HD monster so have 20-160 hp
SAVES AS: F24 - 2E Kraken save as 20 HD monsters
THAC0: 2 (base) - 2E Kraken have THAC0 1
NO. OF ATTACKS: 9
DAMAGE/ATTACK: 1d10+10(x2)/2d8(x6)/10d4 - 2E Kraken have 3d6(x2)/2d6(x6)/7d4
SPECIAL ATTACKS: Constriction, ink cloud - 2E Kraken have spell-like abilities and their ink isn't toxic
MAGIC RESISTANCE: 30% - 2E Kraken have Standard magic resistance
MORALE: Fearless (20) - 2E Kraken have Fanatic (18)
XP VALUE: 29,000 - 14,400 for 2E Kraken

Also, note the statblock says the Awnshegh Kraken's tentacles are AC 0 while the text says they're AC -5. A 2E Kraken's tentacles take 18 hp to sever, the Awnshegh's 30 or 20 hp depending on whether it's a main tentacle or "smaller tentacle" (i.e. an arm in 3E).
 

Cleon

Adventurer
Okay, first off The Kraken is supposedly the largest living creature on the planet so we'd better make it Colossal.

I'm uncommitted as to whether to give it the standard Kraken's SLAs. On the one hand there's no mention of them in the original text, and if it had faerie fire or weather summoning it'd likely have used them in combat and survivors of its rampages might have noticed and reported it, but on the other hand standard Kraken appear to exist in Cerilia plus Undead Kraken that are derived from them.

The Brecht priests' claim it's extraplanar in original seems unlikely on the face of it, although I suppose it could be a Fiendish/Half-Fiend/Water-Element Kraken that used to live in the Abyss or the Elemental Plane of Water. That could give it the SR of this monster, but might add more SLAs the original text makes no mention of!
 

Cleon

Adventurer
The Brecht priests' claim it's extraplanar in original seems unlikely on the face of it, although I suppose it could be a Fiendish/Half-Fiend/Water-Element Kraken that used to live in the Abyss or the Elemental Plane of Water. That could give it the SR of this monster, but might add more SLAs the original text makes no mention of!

Upon reflection, how about making it a Native Outsider?

Our only Awnshegh conversion is the Ice Fiend, which we decided was a Large Outsider (Chaotic, Cold, Evil, Native). Remember the Ice Fiend was human before gaining his Azrai Blood Powers.

If we follow that precedent for The Kraken it'd mean Colossal Outsider (Chaotic, Evil, Native, Water) for the Type (Subtypes).

Dang it, just noticed some stat issues in The Ice Fiend. Better raise them in "corrections".
 

freyar

Extradimensional Explorer
I can go for Native Outsider as you suggest. And it had better be Colossal! (Heh heh, I have a strange fondness for Colossal+ if you feel inclined to make it really big.)

The average 2E kraken has 90 hp, so this has 2-4/9 times as many hp. The 3E kraken gets 110 hp on average from its HD. If we just use the 2-4/9 multiplier in an approximate way, that should give this thing almost 60d8 for HD (270 hp average). That seems like quite a lot! On the other hand, 30d8 is only 135 hp on average, which seems low. Split the difference at 40 to 50 d8 and just make sure it's got plenty of Con?
 

Cleon

Adventurer
I can go for Native Outsider as you suggest. And it had better be Colossal!

Updating Awnshegh Kraken Working Draft with Native Outsider.

(Heh heh, I have a strange fondness for Colossal+ if you feel inclined to make it really big.)

I would be willing to consider making it extra large on the Colossal scale.

The average 2E kraken has 90 hp, so this has 2-4/9 times as many hp. The 3E kraken gets 110 hp on average from its HD. If we just use the 2-4/9 multiplier in an approximate way, that should give this thing almost 60d8 for HD (270 hp average). That seems like quite a lot! On the other hand, 30d8 is only 135 hp on average, which seems low. Split the difference at 40 to 50 d8 and just make sure it's got plenty of Con?

Why don't we decide on an approximate Challenge Rating and work back from there?

I feel it should be an end of campaign "edge of Epic" grade monster like a Tarrasque or Solar, so somewhere about CR 20 to CR 23 seems appropriate.

A regular Kraken is CR 12, the Awnshegh version is is an Outsider with assorted funky powers which'd probably be worth another CR or two, plus it's a size bigger for one more. So it'd likely be CR 14-15 as a 20 HD monster.

Improving Monsters says the +5-9 Challenge Rating step from CR 14-15 to CR 20-23 is 10-18 HD of Outsider, which comes to 30-38 HD.

As you say, the 30d8 at the bottom of that range seems a bit low but that higher limit would be acceptable. At the minimum I'd give it 33 HD since that's where the SRD Kraken turns Colossal.

Hmm…

How about we figure the 220 hp original had 5 or 6 hit points per die instead of the 4.5 average? That'd give it between 36 Hit Dice and 44 Hit Dice.

That seems reasonable for a not-quite epic menace.
 

Cleon

Adventurer
I would be willing to consider making it extra large on the Colossal scale.

For what it's worth:

If it's regular Colossal and follows the Kraken tentacle ratios, its 30-foot Space plus 80-foot tentacle Reach add to 110 feet, which is conveniently the same as the length giving in the AD&D Awnshegh Kraken's Size entry.

However, that might mean it isn't "the largest living thing on Cerilia" as claimed if it's merely as big as a regular Colossal Kraken.

I suppose the normal Krakens in those seas might never reach 33 HD or maybe the sages who made the claim are unaware they do.

Or the claim's just flim-flam. The largest whales are significantly more massive than a Colossal Kraken.
 

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