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Kraken Variants
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<blockquote data-quote="Cleon" data-source="post: 8061932" data-attributes="member: 57383"><p><strong><span style="font-size: 22px">Awnshegh, Kraken</span></strong></p><p>Colossal Outsider (Aquatic, Chaotic, Evil, Native, Water)</p><p><strong>Hit</strong> <strong>Dice:</strong> 40d8+440 (620 hp)</p><p><strong>Initiative:</strong> +9</p><p><strong>Speed:</strong> Swim 30 ft. (6 squares)</p><p><strong>Armor</strong> <strong>Class:</strong> 35 (–8 size, +1 Dex, +20 natural, +5 insight, +7 deflection), touch 15, flat-footed 34</p><p><strong>Base</strong> <strong>Attack/Grapple:</strong> +40/+74</p><p><strong>Attack:</strong> Tentacle +50 melee (2d10+18/19-20)</p><p><strong>Full</strong> <strong>Attack:</strong> 2 tentacles +50 melee (2d10+18/19-20) and 6 arms +50 melee (1d8+9) and bite +50 melee (8d6+9/19-20)</p><p><strong>Space/Reach:</strong> 50 ft./30 ft. (90 ft. with tentacle, 60 ft. with arm)</p><p><strong>Special</strong> <strong>Attacks:</strong> Constrict 2d10+18 or 1d8+9, death cloud, expert grappler, improved grab, shipcrusher, spell-like abilities</p><p><strong>Special</strong> <strong>Qualities:</strong> Darkvision 60 ft., fast healing 5 [<em>regrows body parts</em>], jet [<em>360 ft.</em>], low-light vision, spell resistance 30</p><p><strong>Saves:</strong> Fort +33, Ref +25, Will +29</p><p><strong>Abilities:</strong> Str 46, Dex 13, Con 33, Int 19, Wis 20, Cha 24</p><p><strong>Skills:</strong> Concentration +44, Diplomacy +44, Escape Artist +34, Hide +22, Intimidate +40, Knowledge (arcane) +37, Knowledge (geography) +37, Knowledge (nature) +37, Knowledge (the planes) +37, Listen +48, Search +47, Sense Motive +38, Spot +48, Survival +25 (<em>+29 aboveground or on other planes and when finding way, avoiding natural hazard, or following tracks</em>), Swim +26, Use Magic Device +40, Use Rope +1 (<em>+5 to bind</em>)</p><p><strong>Feats:</strong> Blind-Fight, Cleave, Combat Expertise, Dire Charge, Improved Critical (bite, tentacle), Imp Initiative, Improved Multiattack, Improved Trip, Iron Will, Multiattack, Lightning Reflexes, Power Attack, Superior Initiative</p><p><strong>Environment:</strong> Cold aquatic</p><p><strong>Organization:</strong> Solitary</p><p><strong>Challenge</strong> <strong>Rating:</strong> 23</p><p><strong>Treasure:</strong> Triple standard</p><p><strong>Alignment:</strong> Always chaotic evil</p><p><strong>Advancement:</strong> —</p><p><strong>Level</strong> <strong>Adjustment:</strong> —</p><p></p><p><em>This creature resembles a titanic reddish-pink octopus. Its globular body is crowned by two baleful eyes above a mass of writhing arms from which protrude a pair of elongated tentacles that end in leafshaped claspers. In the midst of its limbs yawns a horrible lamprey like mouth, a vast pit lined with ring upon ring of sharklike <em>triangular </em>teeth</em>.</p><p></p><p>The Awnshegh known as The Kraken is a truly enormous creature. While it shares many features with normal krakens, it is uncertain whether it is truly related to them. Some sources claim it's an monstrosity from some other plane such as the Abyss, the Elemental Plane of Water, or even the Far Realm. The Kraken is a solitary creature who spends most of its time lurking in the ocean's depth, surfacing occasionally to feed on passing ships and whales. It is exceedingly territorial and always emerges to attack intruders who venture too close to its home.</p><p></p><p>While The Kraken is extraordinarily intelligent it is not quite as smart as a normal kraken, and its mind is so alien and vicious that it normal acts as if it were nothing but a bloodthirsty animal. It is so feared by local islanders that some worship it as a god in the hope of propitiating its wrath. However, The Kraken displays no interest in worshipers or slaves. It has no air-filled caverns in its lair like those standard krakens often imprison humanoid servants from the surface in.</p><p></p><p>The beast's globular body is approximately 50 feet across. Its six shorted arms are about 60 feet long; the remaining two tentacles are 90 feet long. All eight limbs are lined with viciously barbed suckers.</p><p></p><p>The Kraken understands Common, Abyssal and Aquan but never speaks.</p><p></p><p><span style="font-size: 18px"><strong>Combat</strong></span></p><p>This awnshegh is so enormous it hunts entire ships or Huge creatures like whales. The Kraken rarely pursues man-sized creatures unless they are numerous and/or easy prey or have provoked the creature.</p><p></p><p>Despite its intelligence, The Kraken prefers to attack like an animal. Striking with its barbed tentacles and grabbing with its arms, it then crushing opponents in its limbs as they are dragged into its enormous mouth. While it often uses its spell-like abilities to raise a storm or gale before attacking, untutored observers typically mistake this for ordinary bad weather.</p><p></p><p>If The Kraken's opponents prove formidable, the monster gets serious and uses its death cloud and <em>horrid wilting</em> attacks. Once it starts fighting, the monster is stubborn and persistent. If it loses an eye, both tentacles or three of its arms might withdraw temporarily, but will return to the fray as soon as its formidable fast healing ability has repaired the damage.</p><p></p><p>Opponents can make sunder attempts against The Kraken's tentacles or arms as if they were weapons. The tentacles have 40 hit points, and the arms have 20 hit points. If The 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 tentacle or arm deals damage to The Kraken equal to half the limb's full normal hit points. If a sunder attack fails to sever a limb, The Kraken's fast healing immediately repairs the damage, so there's no need to track each limb's individual hit points. The Kraken regrows a severed tentacle in 1d4+4 rounds and a severed arm in 1d2+2 rounds.</p><p></p><p><strong>Constrict (Ex):</strong> The Kraken deals automatic arm or tentacle damage with a successful grapple check.</p><p></p><p><strong>Death Cloud (Su):</strong> Once every 1d4+1 rounds, The Kraken can squirt a cloud of jet-black ink over a 120-ft. spread as a swift action. The cloud provides total concealment (creatures within the cloud are considered to be in darkness) and is charged with supernatural venom. The first time a living creature contacts this venomous ink they must succeed at a DC 37 Fortitude save or take 1d10 Constitution drain and contract Inky Doom (see below). One minute after contact, the creature must succeed at a second DC 37 Fortitude save or take an additional 2d10 Constitution damage. Death cloud ink loses its harmful effects 1d4+1 rounds after being emitted by The Kraken.</p><p></p><p>Death cloud ink is both a supernatural poison and a magical death effect; a creature immune to death effects cannot be harmed by it, and abilities such as <em>death ward</em> will block all damage from a death cloud if they succeed at a DC 25 caster level check (roll once per cloud). Abilities that grant saving throw bonuses against poison or death attacks both apply to saving throws against a death cloud. A creature immune to poison but subject to death effects can be harmed by a death cloud, but whenever they attempt to save against the cloud they roll the saving throw twice and picks the best result.</p><p></p><p><em>Inky Doom (Su):</em> Supernatural disease—contact, Fortitude DC 37, incubation period 1 day; damage 1 Con drain.</p><p></p><p>Unlike normal diseases, inky doom continues until the victim reaches Constitution 0 (and dies) or is cured as described below.</p><p></p><p>Inky doom is a powerful curse, not a natural disease or poison. A character attempting to cast any conjuration (healing) spell on a creature afflicted by inky doom must succeed on a DC 25 caster level check, or the spell has no effect on the afflicted character.</p><p></p><p>To eliminate inky doom, the curse must first be broken with <em>break enchantment</em>, <em>death ward</em> or <em>remove curse</em> (requiring a DC 25 caster level check for the spell), after which a caster level check is no longer necessary to cast healing spells on the victim, and the inky doom can be magically cured as any normal disease.</p><p></p><p>An afflicted creature who dies of inky doom melts into black slime that washes away into nothing at the first rainfall or water current.</p><p></p><p>The save DCs are Charisma-based.</p><p></p><p><strong>Fast Healing (Ex):</strong> The kraken's fast healing can regrow lost portions of its body provided it can survive their removal. Unlike regeneration, it can not reattach severed body parts by holding them to the stump. Regrowing lost organs or body parts takes 5 to 15 days (2d6+3), depending on the severity of the injury; severed limbs can regrow entirely in 5 to 8 days (1d4+4).</p><p></p><p><strong>Jet (Ex):</strong> The Kraken can jet backward once per round as a full-round action, at a speed of 360 feet. It must move in a straight line, but does not provoke attacks of opportunity while jetting.</p><p></p><p><strong>Improved Grab (Ex):</strong> To use this ability, The Kraken must hit with an arm or 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.</p><p></p><p><strong>Shipcrusher (Ex):</strong> The Kraken can constrict a colossal creature or object with more than one limb. If one or both tentacles are constricting, the constriction damage equals 2d10+27 plus 1d10 for each arm or tentacle that is shipcrushing. If it's only shipcrushing with its arms, the constriction damage equals 2d8+18 plus 1d8 for each arm it is constricting with.</p><p></p><p><strong><em>Spell-Like Abilities</em> (Sp):</strong> 3/day—<em>control water</em> (DC 19); 1/day—<em>control winds</em> (DC 20), <em>control weather</em>, <em>horrid wilting</em> (DC 23). Caster level 20th. The save DC is Charisma-based.</p><p></p><p><strong>Skills:</strong> 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.</p><p></p><p><strong><span style="font-size: 22px">In Cerilia</span></strong></p><p>This awnshegh of the B<span style="font-size: 12px">IRTHRIGHT</span> Campaign Setting dwells in a region of the Black Ice Bay known as Krakennauricht, a large saltwater bay whose waters are cold the year round. While ice is common at all times of year the bay never freezes over completely. At the center or the Krakennauricht is the Krakenstaur, an island with two mountains. Apart from these peaks, the rocky island is so flat and shallow that it is covered by the sea when the tides are exceptionally high.</p><p></p><p>The Kraken is said to dwell in a cavern beneath the Krakenstaur and has never been reported more than a few miles from its shores. Most ships steer well clear of the island out of fear of The Kraken, whose attacks are said to never leave any survivors or even floating wreckage. The Kraken does not always surface whenever someone sails the Krakennauricht and foolhardy souls who have landed on the Krakenstaur have sometimes reported encounters with humans or other humanoids dwelling upon the island, including signs of sacrifice suggesting these islanders worship The Kraken as a god. Other expeditions have landed on the island and found no sign of inhabitants despite thorough searches.</p></blockquote><p></p>
[QUOTE="Cleon, post: 8061932, member: 57383"] [B][SIZE=6]Awnshegh, Kraken[/SIZE][/B] Colossal Outsider (Aquatic, Chaotic, Evil, Native, Water) [B]Hit[/B] [B]Dice:[/B] 40d8+440 (620 hp) [B]Initiative:[/B] +9 [B]Speed:[/B] Swim 30 ft. (6 squares) [B]Armor[/B] [B]Class:[/B] 35 (–8 size, +1 Dex, +20 natural, +5 insight, +7 deflection), touch 15, flat-footed 34 [B]Base[/B] [B]Attack/Grapple:[/B] +40/+74 [B]Attack:[/B] Tentacle +50 melee (2d10+18/19-20) [B]Full[/B] [B]Attack:[/B] 2 tentacles +50 melee (2d10+18/19-20) and 6 arms +50 melee (1d8+9) and bite +50 melee (8d6+9/19-20) [B]Space/Reach:[/B] 50 ft./30 ft. (90 ft. with tentacle, 60 ft. with arm) [B]Special[/B] [B]Attacks:[/B] Constrict 2d10+18 or 1d8+9, death cloud, expert grappler, improved grab, shipcrusher, spell-like abilities [B]Special[/B] [B]Qualities:[/B] Darkvision 60 ft., fast healing 5 [[I]regrows body parts[/I]], jet [[I]360 ft.[/I]], low-light vision, spell resistance 30 [B]Saves:[/B] Fort +33, Ref +25, Will +29 [B]Abilities:[/B] Str 46, Dex 13, Con 33, Int 19, Wis 20, Cha 24 [B]Skills:[/B] Concentration +44, Diplomacy +44, Escape Artist +34, Hide +22, Intimidate +40, Knowledge (arcane) +37, Knowledge (geography) +37, Knowledge (nature) +37, Knowledge (the planes) +37, Listen +48, Search +47, Sense Motive +38, Spot +48, Survival +25 ([I]+29 aboveground or on other planes and when finding way, avoiding natural hazard, or following tracks[/I]), Swim +26, Use Magic Device +40, Use Rope +1 ([I]+5 to bind[/I]) [B]Feats:[/B] Blind-Fight, Cleave, Combat Expertise, Dire Charge, Improved Critical (bite, tentacle), Imp Initiative, Improved Multiattack, Improved Trip, Iron Will, Multiattack, Lightning Reflexes, Power Attack, Superior Initiative [B]Environment:[/B] Cold aquatic [B]Organization:[/B] Solitary [B]Challenge[/B] [B]Rating:[/B] 23 [B]Treasure:[/B] Triple standard [B]Alignment:[/B] Always chaotic evil [B]Advancement:[/B] — [B]Level[/B] [B]Adjustment:[/B] — [I]This creature resembles a titanic reddish-pink octopus. Its globular body is crowned by two baleful eyes above a mass of writhing arms from which protrude a pair of elongated tentacles that end in leafshaped claspers. In the midst of its limbs yawns a horrible lamprey like mouth, a vast pit lined with ring upon ring of sharklike [I]triangular [/I]teeth[/I]. The Awnshegh known as The Kraken is a truly enormous creature. While it shares many features with normal krakens, it is uncertain whether it is truly related to them. Some sources claim it's an monstrosity from some other plane such as the Abyss, the Elemental Plane of Water, or even the Far Realm. The Kraken is a solitary creature who spends most of its time lurking in the ocean's depth, surfacing occasionally to feed on passing ships and whales. It is exceedingly territorial and always emerges to attack intruders who venture too close to its home. While The Kraken is extraordinarily intelligent it is not quite as smart as a normal kraken, and its mind is so alien and vicious that it normal acts as if it were nothing but a bloodthirsty animal. It is so feared by local islanders that some worship it as a god in the hope of propitiating its wrath. However, The Kraken displays no interest in worshipers or slaves. It has no air-filled caverns in its lair like those standard krakens often imprison humanoid servants from the surface in. The beast's globular body is approximately 50 feet across. Its six shorted arms are about 60 feet long; the remaining two tentacles are 90 feet long. All eight limbs are lined with viciously barbed suckers. The Kraken understands Common, Abyssal and Aquan but never speaks. [SIZE=5][B]Combat[/B][/SIZE] This awnshegh is so enormous it hunts entire ships or Huge creatures like whales. The Kraken rarely pursues man-sized creatures unless they are numerous and/or easy prey or have provoked the creature. Despite its intelligence, The Kraken prefers to attack like an animal. Striking with its barbed tentacles and grabbing with its arms, it then crushing opponents in its limbs as they are dragged into its enormous mouth. While it often uses its spell-like abilities to raise a storm or gale before attacking, untutored observers typically mistake this for ordinary bad weather. If The Kraken's opponents prove formidable, the monster gets serious and uses its death cloud and [I]horrid wilting[/I] attacks. Once it starts fighting, the monster is stubborn and persistent. If it loses an eye, both tentacles or three of its arms might withdraw temporarily, but will return to the fray as soon as its formidable fast healing ability has repaired the damage. Opponents can make sunder attempts against The Kraken's tentacles or arms as if they were weapons. The tentacles have 40 hit points, and the arms have 20 hit points. If The 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 tentacle or arm deals damage to The Kraken equal to half the limb's full normal hit points. If a sunder attack fails to sever a limb, The Kraken's fast healing immediately repairs the damage, so there's no need to track each limb's individual hit points. The Kraken regrows a severed tentacle in 1d4+4 rounds and a severed arm in 1d2+2 rounds. [B]Constrict (Ex):[/B] The Kraken deals automatic arm or tentacle damage with a successful grapple check. [B]Death Cloud (Su):[/B] Once every 1d4+1 rounds, The Kraken can squirt a cloud of jet-black ink over a 120-ft. spread as a swift action. The cloud provides total concealment (creatures within the cloud are considered to be in darkness) and is charged with supernatural venom. The first time a living creature contacts this venomous ink they must succeed at a DC 37 Fortitude save or take 1d10 Constitution drain and contract Inky Doom (see below). One minute after contact, the creature must succeed at a second DC 37 Fortitude save or take an additional 2d10 Constitution damage. Death cloud ink loses its harmful effects 1d4+1 rounds after being emitted by The Kraken. Death cloud ink is both a supernatural poison and a magical death effect; a creature immune to death effects cannot be harmed by it, and abilities such as [I]death ward[/I] will block all damage from a death cloud if they succeed at a DC 25 caster level check (roll once per cloud). Abilities that grant saving throw bonuses against poison or death attacks both apply to saving throws against a death cloud. A creature immune to poison but subject to death effects can be harmed by a death cloud, but whenever they attempt to save against the cloud they roll the saving throw twice and picks the best result. [I]Inky Doom (Su):[/I] Supernatural disease—contact, Fortitude DC 37, incubation period 1 day; damage 1 Con drain. Unlike normal diseases, inky doom continues until the victim reaches Constitution 0 (and dies) or is cured as described below. Inky doom is a powerful curse, not a natural disease or poison. A character attempting to cast any conjuration (healing) spell on a creature afflicted by inky doom must succeed on a DC 25 caster level check, or the spell has no effect on the afflicted character. To eliminate inky doom, the curse must first be broken with [I]break enchantment[/I], [I]death ward[/I] or [I]remove curse[/I] (requiring a DC 25 caster level check for the spell), after which a caster level check is no longer necessary to cast healing spells on the victim, and the inky doom can be magically cured as any normal disease. An afflicted creature who dies of inky doom melts into black slime that washes away into nothing at the first rainfall or water current. The save DCs are Charisma-based. [B]Fast Healing (Ex):[/B] The kraken's fast healing can regrow lost portions of its body provided it can survive their removal. Unlike regeneration, it can not reattach severed body parts by holding them to the stump. Regrowing lost organs or body parts takes 5 to 15 days (2d6+3), depending on the severity of the injury; severed limbs can regrow entirely in 5 to 8 days (1d4+4). [B]Jet (Ex):[/B] The Kraken can jet backward once per round as a full-round action, at a speed of 360 feet. It must move in a straight line, but does not provoke attacks of opportunity while jetting. [B]Improved Grab (Ex):[/B] To use this ability, The Kraken must hit with an arm or 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. [B]Shipcrusher (Ex):[/B] The Kraken can constrict a colossal creature or object with more than one limb. If one or both tentacles are constricting, the constriction damage equals 2d10+27 plus 1d10 for each arm or tentacle that is shipcrushing. If it's only shipcrushing with its arms, the constriction damage equals 2d8+18 plus 1d8 for each arm it is constricting with. [B][I]Spell-Like Abilities[/I] (Sp):[/B] 3/day—[I]control water[/I] (DC 19); 1/day—[I]control winds[/I] (DC 20), [I]control weather[/I], [I]horrid wilting[/I] (DC 23). Caster level 20th. The save DC is Charisma-based. [B]Skills:[/B] 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. [B][SIZE=6]In Cerilia[/SIZE][/B] This awnshegh of the B[SIZE=3]IRTHRIGHT[/SIZE] Campaign Setting dwells in a region of the Black Ice Bay known as Krakennauricht, a large saltwater bay whose waters are cold the year round. While ice is common at all times of year the bay never freezes over completely. At the center or the Krakennauricht is the Krakenstaur, an island with two mountains. Apart from these peaks, the rocky island is so flat and shallow that it is covered by the sea when the tides are exceptionally high. The Kraken is said to dwell in a cavern beneath the Krakenstaur and has never been reported more than a few miles from its shores. Most ships steer well clear of the island out of fear of The Kraken, whose attacks are said to never leave any survivors or even floating wreckage. The Kraken does not always surface whenever someone sails the Krakennauricht and foolhardy souls who have landed on the Krakenstaur have sometimes reported encounters with humans or other humanoids dwelling upon the island, including signs of sacrifice suggesting these islanders worship The Kraken as a god. Other expeditions have landed on the island and found no sign of inhabitants despite thorough searches. [/QUOTE]
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