Cleon
Legend
Might as well get started. Here's the relevant extract from Legends of the Hero-Kings (1996).
Undead Kraken: AC 2/–1; MV Sw 2, Jet 18; HD 24; hp 134; THAC0 1; #AT 7; Dmg 2d8(×6)/7d4; SA spear tentacle, fear; SD +1 or better weapon to hit; SW turned as special; SZ G (90′ long); ML fanatic (18); Int non (0); AL N; XP 14,000.
Notes: The undead kraken has lost the spell abilities, constriction attack, and ink jet it had as a living creature. However, it does have the following abilities:
SA—If hit by a tentacle, the victim must succeed at a saving throw vs. paralyzation with a –2 penalty or be impaled. An impaled character suffers 4d10 points of additional damage. The victim can disengage himself from the impaling tentacle by severing it (with 18 points of damage) or by succeeding in a Strength ability check (while performing no other actions in the round).
When the kraken appears, it causes every character to save vs. spell or panic for 2d8 rounds. Panicked characters will try to hide from the kraken, possibly diving into the sea on the other side of the ship.
Whatever force or god punished the kraken did a good job . . . and the kraken will in turn do its best to punish the PCs. Though no longer intelligent, it is motivated by a vengeful hatred of the living.
The undead kraken will attack characters and crew members indiscriminately. If it gets angry enough, it will try to crush the Wavecrest with its larger tentacles. This tactic could prove its undoing: The kraken’s larger tentacles apparently were cannibalized by its necromantic creator to repair damage to its smaller tentacles and body; its large tentacles are useless. The undead kraken could spend a round or two realizing this, leaving the PCs and crew time to escape or fight back.
The adventure's previous encounter (The First Trial) featured the kraken attacking the PC's ship back when it was alive. It's stats were those of a normal 2E Kraken with above average HP at 6 hp/die (although that's not unusual for published AD&D scenarios, which over give them better than the accurate 4½hp/die).
Kraken: AC 5/0; MV Sw 3, Jet 21; HD 20; hp 120; THAC0 5; #AT 9; Dmg 3d6(×2)/2d6(×6)/7d4; SA constriction, poison, spells: SD ink cloud; SZ G (90′ long; ML fanatic (18); Int genius (19); AL NE; XP 14,000.
Notes: successful hit with a tentacle means the character has either one arm (01–25% left or 26–50% right) pinned, no arms (51–75%) pinned but is constricted, or both arms (76–100%) pinned. A constricted victim cannot cast spells but can use a weapon to attack the tentacle at a –1 modifier (or a –3 with one arm pinned). If both arms are pinned, the victim can do nothing.
The kraken can spray a cloud of poisonous ink (usually to cover an escape) 80 feet high by 80 feet wide by 120 feet long. It does 2d4 points of damage to anyone coming in contact with it until it dissipates in two to five rounds.
The kraken can also use spell-like powers. It can create airy water in a 120-yard sphere continuously, and can use the following abilities one at a time: faerie fire, control temperature, control winds once per day, weather summoning once per day, animal summoning III (fish only) three times per day.
So the undead version is a bit tougher with higher AC more Hit Dice and harpooning tentacles but has lost the ink and supernatural abilities of the living version, as well as being Mindless. Plus it's slightly slower.
The kraken the party encountered before is back . . . from the dead. It doesn’t matter whether the Heroes killed it before or not—if they did, it has been reanimated: if they didn’t, something else killed it and brought it back. This tortured, horrific creature bears only a frightening similarity to what it was before.
The tentacles, once strong and firm, are now a mass of slime and exposed cartilage. Parts have gone rigid and are sharp as spears. Others only wave in the air angrily, casting a foul odor over the ship. The undead creature attacks with blinding speed. Before anyone can react, one of the smaller tentacles knifes through the air and into the chest of a luckless crewman. He didn’t even have time to scream. But now everyone else does. |
Undead Kraken: AC 2/–1; MV Sw 2, Jet 18; HD 24; hp 134; THAC0 1; #AT 7; Dmg 2d8(×6)/7d4; SA spear tentacle, fear; SD +1 or better weapon to hit; SW turned as special; SZ G (90′ long); ML fanatic (18); Int non (0); AL N; XP 14,000.
Notes: The undead kraken has lost the spell abilities, constriction attack, and ink jet it had as a living creature. However, it does have the following abilities:
SA—If hit by a tentacle, the victim must succeed at a saving throw vs. paralyzation with a –2 penalty or be impaled. An impaled character suffers 4d10 points of additional damage. The victim can disengage himself from the impaling tentacle by severing it (with 18 points of damage) or by succeeding in a Strength ability check (while performing no other actions in the round).
When the kraken appears, it causes every character to save vs. spell or panic for 2d8 rounds. Panicked characters will try to hide from the kraken, possibly diving into the sea on the other side of the ship.
Whatever force or god punished the kraken did a good job . . . and the kraken will in turn do its best to punish the PCs. Though no longer intelligent, it is motivated by a vengeful hatred of the living.
The undead kraken will attack characters and crew members indiscriminately. If it gets angry enough, it will try to crush the Wavecrest with its larger tentacles. This tactic could prove its undoing: The kraken’s larger tentacles apparently were cannibalized by its necromantic creator to repair damage to its smaller tentacles and body; its large tentacles are useless. The undead kraken could spend a round or two realizing this, leaving the PCs and crew time to escape or fight back.
The adventure's previous encounter (The First Trial) featured the kraken attacking the PC's ship back when it was alive. It's stats were those of a normal 2E Kraken with above average HP at 6 hp/die (although that's not unusual for published AD&D scenarios, which over give them better than the accurate 4½hp/die).
Kraken: AC 5/0; MV Sw 3, Jet 21; HD 20; hp 120; THAC0 5; #AT 9; Dmg 3d6(×2)/2d6(×6)/7d4; SA constriction, poison, spells: SD ink cloud; SZ G (90′ long; ML fanatic (18); Int genius (19); AL NE; XP 14,000.
Notes: successful hit with a tentacle means the character has either one arm (01–25% left or 26–50% right) pinned, no arms (51–75%) pinned but is constricted, or both arms (76–100%) pinned. A constricted victim cannot cast spells but can use a weapon to attack the tentacle at a –1 modifier (or a –3 with one arm pinned). If both arms are pinned, the victim can do nothing.
The kraken can spray a cloud of poisonous ink (usually to cover an escape) 80 feet high by 80 feet wide by 120 feet long. It does 2d4 points of damage to anyone coming in contact with it until it dissipates in two to five rounds.
The kraken can also use spell-like powers. It can create airy water in a 120-yard sphere continuously, and can use the following abilities one at a time: faerie fire, control temperature, control winds once per day, weather summoning once per day, animal summoning III (fish only) three times per day.
So the undead version is a bit tougher with higher AC more Hit Dice and harpooning tentacles but has lost the ink and supernatural abilities of the living version, as well as being Mindless. Plus it's slightly slower.