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Kraken Variants
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<blockquote data-quote="Cleon" data-source="post: 8665027" data-attributes="member: 57383"><p><strong><span style="font-size: 26px">Krakendraugr (Undead Kraken)</span></strong></p><p>Gargantuan Undead (Aquatic)</p><p><strong>Hit</strong> <strong>Dice:</strong> 30d12+150 (345 hp)</p><p><strong>Initiative:</strong> +10</p><p><strong>Speed:</strong> Swim 20 ft. (4 squares)</p><p><strong>Armor</strong> <strong>Class:</strong> 22 (–4 size, +2 Dex, +14 natural), touch 8, flat-footed 20</p><p><strong>Base</strong> <strong>Attack/Grapple:</strong> +22/+52</p><p><strong>Attack:</strong> Harpoon arm +32 melee (1d10+14 plus special/19-20)</p><p><strong>Full</strong> <strong>Attack:</strong> 6 harpoon arms +32 melee (1d10+14 plus special/19-20) and bite +27 melee (4d6+7)</p><p><strong>Space/Reach:</strong> 20 ft./15 ft. (40 ft. with harpoon arm)</p><p><strong>Special</strong> <strong>Attacks:</strong> Expert grappler, harpoon arms, terrifying presence</p><p><strong>Special</strong> <strong>Qualities:</strong> Darkvision 60 ft., jet [<em>240 ft.</em>], low-light vision, mindless, undead beast, undead traits, unholy toughness</p><p><strong>Saves:</strong> Fort +17, Ref +19, Will +11</p><p><strong>Abilities:</strong> Str 38, Dex 14, Con —, Int —, Wis 12, Cha 20</p><p><strong>Skills:</strong> Swim +20</p><p><strong>Feats:</strong> Blind-Fightᴮ, Improved Critical (harpoon arm)ᴮ, Superior Initiativeᴮ</p><p><strong>Environment:</strong> Temperate aquatic</p><p><strong>Organization:</strong> Solitary</p><p><strong>Challenge</strong> <strong>Rating:</strong> 14</p><p><strong>Treasure:</strong> None</p><p><strong>Alignment:</strong> Always neutral evil</p><p><strong>Advancement:</strong> 31-48 HD (Gargantuan); 49-90 HD (Colossal)</p><p><strong>Level</strong> <strong>Adjustment:</strong> —</p><p></p><p><em>A vast octopus or squid as big as a ship whose slimy body reeks of decay and ammonia. Its barrel-sized eyes are milky white like a dead fish but shine with malevolence. The creature is obviously a deliquescent corpse that moves by some unnatural agency. Its strangely mutilated tentacles have cruelly-hooked blades fused to their ends, tipping each leathery limb with a harpoon of hardened cartilage</em>.</p><p></p><p>An undead cephalopod animated by some evil entity to become a mindlessly malevolent servant.</p><p></p><p>A krakendraugr only has six functional limbs. The two long tentacles of a living kraken have been stripped to stumps and the pieces grafted into its six shorter arms, turning them into barbed impaling weapons. These augmented arms are about 40 feet long.</p><p></p><p>Undead krakens cannot speak, but they understand commands given in any language. They have no intelligence, so their master's instructions must be very simple.</p><p></p><p><span style="font-size: 18px"><strong>Combat</strong></span></p><p>A krakendraugr mindlessly obeys the orders of whatever evil power created it. Left to its own devices it kills indiscriminately, prioritizing enemies that remind the undead kraken of grudges it held when it died. It fights until destroyed, harpooning opponents with its arms to drag into a bite attack. A krakendraugr only flees combat if compelled to by an outside power, so its jet ability is usually only used to pursue victims.</p><p></p><p><strong>Expert Grappler (Ex):</strong> If a krakendraugr 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 harpoon arm attacks as normal.</p><p></p><p><strong>Jet (Ex):</strong> A krakendraugr can jet backward once per round as a full-round action, at a speed of 240 feet. It must move in a straight line, but does not provoke attacks of opportunity while jetting.</p><p></p><p><strong>Harpoon Arms (Ex):</strong> A krakendraugr's harpoon arms deal piercing and slashing damage like a talon attack; each arm end in a steel-hard length of cartilage lined with cruel barbs. If a harpoon arm arm hits, the target must succeed at a DC 27 Reflex save or be <em>harpooned</em>. As long as it is impaled, the harpooned creature is considered to be grappled by the krakendraugr, takes a –2 penalty on its attack rolls, and is unable to leave the 40 foot reach of the harpoon arm. Each harpoon arm can only impale a single opponent at a time.</p><p></p><p>A harpoon arm that is impaling a creature can only attack that creature. Whenever the krakendraugr makes a harpoon arm attack against a harpooned creature it automatically inflicts 2d8+21 damage (halved if the creature makes a DC 27 Fortitude save) and can also opt to make an opposed grapple check to move the creature up to 20 feet and/or tear the harpoon arm out of the creature's flesh (see below). If the krakendraugr pulls a harpooned creature within range of its beak, it can make a bite attack as an Attack of Opportunity.</p><p></p><p>A creature, including the krakendraugr or one of its impaled victims, can pull a harpoon arm out of a harpooned creature by succeeding at a DC 24 Strength check, but each attempt deals 6d6 piercing and slashing damage to the harpooned creature (plus 2d8+21 damage if the krakendraugr is making a harpoon arm attack to attempt the removal). The harpooned creature is allowed a DC 27 Fortitude saving throw to take half damage. A krakendraugr can "take 10" on this Strength check to automatically succeed at ripping a harpoon arm free. A creature who takes a full-round action to try carefully extracting a harpooning arm makes both a DC 27 Heal check and a DC 24 Strength check. If they succeed at either check they pull out the harpoon arm (doing half damage if the Heal check succeeded, or one-third damage if the victim also made the DC 27 Fort save), and if they succeed at both checks they remove the harpoon arm without causing any damage. Krakendraugr never attempt Heal checks to reduce the damage caused by removing their harpoon arms.</p><p></p><p>The saving throws and Heal check are both Dexterity-based; the Strength check DC is 10 plus the Krakendraugr's strength modifier.</p><p></p><p><strong>Mindless:</strong> No Intelligence score, and immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).</p><p></p><p><strong>Terrifying Presence (Su):</strong> The mere sight of a krakendraugr causes living creatures to flee in panic for 2d8 rounds (negated by a DC 20 Will saving throw). The save DC is Charisma-based and includes a –10 racial penalty.</p><p></p><p><strong>Undead Beast:</strong> Instead of having a good Will save and a base attack bonus equal to ½ its Hit Dice like a normal undead, a krakendraugr has good Fortitude and Reflex saves and a base attack bonus equal to ¾ total Hit Dice.</p><p></p><p><strong>Unholy Toughness (Ex):</strong> A krakendraugr gains a bonus to its hit points equal to its Charisma modifier × its Hit Dice.</p><p></p><p><strong>Skills:</strong> A krakendraugr 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>Originally found in <em>Legends of the Hero-Kings</em> (1996) as "Undead Kraken".</p></blockquote><p></p>
[QUOTE="Cleon, post: 8665027, member: 57383"] [B][SIZE=7]Krakendraugr (Undead Kraken)[/SIZE][/B] Gargantuan Undead (Aquatic) [B]Hit[/B] [B]Dice:[/B] 30d12+150 (345 hp) [B]Initiative:[/B] +10 [B]Speed:[/B] Swim 20 ft. (4 squares) [B]Armor[/B] [B]Class:[/B] 22 (–4 size, +2 Dex, +14 natural), touch 8, flat-footed 20 [B]Base[/B] [B]Attack/Grapple:[/B] +22/+52 [B]Attack:[/B] Harpoon arm +32 melee (1d10+14 plus special/19-20) [B]Full[/B] [B]Attack:[/B] 6 harpoon arms +32 melee (1d10+14 plus special/19-20) and bite +27 melee (4d6+7) [B]Space/Reach:[/B] 20 ft./15 ft. (40 ft. with harpoon arm) [B]Special[/B] [B]Attacks:[/B] Expert grappler, harpoon arms, terrifying presence [B]Special[/B] [B]Qualities:[/B] Darkvision 60 ft., jet [[I]240 ft.[/I]], low-light vision, mindless, undead beast, undead traits, unholy toughness [B]Saves:[/B] Fort +17, Ref +19, Will +11 [B]Abilities:[/B] Str 38, Dex 14, Con —, Int —, Wis 12, Cha 20 [B]Skills:[/B] Swim +20 [B]Feats:[/B] Blind-Fightᴮ, Improved Critical (harpoon arm)ᴮ, Superior Initiativeᴮ [B]Environment:[/B] Temperate aquatic [B]Organization:[/B] Solitary [B]Challenge[/B] [B]Rating:[/B] 14 [B]Treasure:[/B] None [B]Alignment:[/B] Always neutral evil [B]Advancement:[/B] 31-48 HD (Gargantuan); 49-90 HD (Colossal) [B]Level[/B] [B]Adjustment:[/B] — [I]A vast octopus or squid as big as a ship whose slimy body reeks of decay and ammonia. Its barrel-sized eyes are milky white like a dead fish but shine with malevolence. The creature is obviously a deliquescent corpse that moves by some unnatural agency. Its strangely mutilated tentacles have cruelly-hooked blades fused to their ends, tipping each leathery limb with a harpoon of hardened cartilage[/I]. An undead cephalopod animated by some evil entity to become a mindlessly malevolent servant. A krakendraugr only has six functional limbs. The two long tentacles of a living kraken have been stripped to stumps and the pieces grafted into its six shorter arms, turning them into barbed impaling weapons. These augmented arms are about 40 feet long. Undead krakens cannot speak, but they understand commands given in any language. They have no intelligence, so their master's instructions must be very simple. [SIZE=5][B]Combat[/B][/SIZE] A krakendraugr mindlessly obeys the orders of whatever evil power created it. Left to its own devices it kills indiscriminately, prioritizing enemies that remind the undead kraken of grudges it held when it died. It fights until destroyed, harpooning opponents with its arms to drag into a bite attack. A krakendraugr only flees combat if compelled to by an outside power, so its jet ability is usually only used to pursue victims. [B]Expert Grappler (Ex):[/B] If a krakendraugr 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 harpoon arm attacks as normal. [B]Jet (Ex):[/B] A krakendraugr can jet backward once per round as a full-round action, at a speed of 240 feet. It must move in a straight line, but does not provoke attacks of opportunity while jetting. [B]Harpoon Arms (Ex):[/B] A krakendraugr's harpoon arms deal piercing and slashing damage like a talon attack; each arm end in a steel-hard length of cartilage lined with cruel barbs. If a harpoon arm arm hits, the target must succeed at a DC 27 Reflex save or be [I]harpooned[/I]. As long as it is impaled, the harpooned creature is considered to be grappled by the krakendraugr, takes a –2 penalty on its attack rolls, and is unable to leave the 40 foot reach of the harpoon arm. Each harpoon arm can only impale a single opponent at a time. A harpoon arm that is impaling a creature can only attack that creature. Whenever the krakendraugr makes a harpoon arm attack against a harpooned creature it automatically inflicts 2d8+21 damage (halved if the creature makes a DC 27 Fortitude save) and can also opt to make an opposed grapple check to move the creature up to 20 feet and/or tear the harpoon arm out of the creature's flesh (see below). If the krakendraugr pulls a harpooned creature within range of its beak, it can make a bite attack as an Attack of Opportunity. A creature, including the krakendraugr or one of its impaled victims, can pull a harpoon arm out of a harpooned creature by succeeding at a DC 24 Strength check, but each attempt deals 6d6 piercing and slashing damage to the harpooned creature (plus 2d8+21 damage if the krakendraugr is making a harpoon arm attack to attempt the removal). The harpooned creature is allowed a DC 27 Fortitude saving throw to take half damage. A krakendraugr can "take 10" on this Strength check to automatically succeed at ripping a harpoon arm free. A creature who takes a full-round action to try carefully extracting a harpooning arm makes both a DC 27 Heal check and a DC 24 Strength check. If they succeed at either check they pull out the harpoon arm (doing half damage if the Heal check succeeded, or one-third damage if the victim also made the DC 27 Fort save), and if they succeed at both checks they remove the harpoon arm without causing any damage. Krakendraugr never attempt Heal checks to reduce the damage caused by removing their harpoon arms. The saving throws and Heal check are both Dexterity-based; the Strength check DC is 10 plus the Krakendraugr's strength modifier. [B]Mindless:[/B] No Intelligence score, and immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). [B]Terrifying Presence (Su):[/B] The mere sight of a krakendraugr causes living creatures to flee in panic for 2d8 rounds (negated by a DC 20 Will saving throw). The save DC is Charisma-based and includes a –10 racial penalty. [B]Undead Beast:[/B] Instead of having a good Will save and a base attack bonus equal to ½ its Hit Dice like a normal undead, a krakendraugr has good Fortitude and Reflex saves and a base attack bonus equal to ¾ total Hit Dice. [B]Unholy Toughness (Ex):[/B] A krakendraugr gains a bonus to its hit points equal to its Charisma modifier × its Hit Dice. [B]Skills:[/B] A krakendraugr 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 found in [I]Legends of the Hero-Kings[/I] (1996) as "Undead Kraken". [/QUOTE]
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