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<blockquote data-quote="Obly99" data-source="post: 8735863" data-attributes="member: 7035194"><p>At the request of [USER=6866720]@Bootlebat[/USER] I created the Clash of Titans Kraken. I had to give it a little more abilities than the ones shown in the film because otherwise he would have been just a big fish.</p><p style="text-align: center"><strong><span style="font-size: 26px">Kraken</span></strong></p><p></p><p>LE Macro-Diminutive aberration (abomination, aquatic)</p><p></p><p><strong>Init</strong> +49; <strong>Senses</strong> darkvision 60 ft., eyes of the deep; Perception +80</p><p></p><p>DEFENSE</p><p></p><p><strong>AC</strong> 80, touch 15, flat-footed 68 (+13 deflection, +6 Dex, +4 divine, +6 dodge, +65 natural, -24 size)</p><p></p><p><strong>hp</strong> 1.560 (60d8+1.080) fast healing 30, regeneration 30 (chaotic and epic)</p><p></p><p><strong>Fort</strong> +54, <strong>Ref </strong>+30, <strong>Will</strong> +45</p><p></p><p><strong>Defensive Abilities</strong> sixth sense; <strong>DR</strong> 30/chaotic and epic; <strong>Immune</strong> ability damage or drain, cold, energy drain, enchantment, illusionist and transmutation magic, death from massive damage, water pressure; <strong>Resistance</strong> Terrestrial Hazards; <strong>SR/PR</strong> 74</p><p></p><p><strong>Weakness</strong> vulnerable to petrification</p><p></p><p>OFFENSE</p><p></p><p><strong>Speed</strong> 20 ft., swim 600 ft.</p><p></p><p><strong>Melee</strong> bite +57 (8d10+35), 2 claws +57 (8d10+35), 8 tentacles +55 (4d10+17 plus grab)</p><p></p><p><strong>Special Attacks</strong> constrict (4d10+17), devastation, lord of lightless depths, mythic power (4/day, surge +1d8), rend ship, swallow whole (10d10 acid and 10d10 bludgeoning, AC 42, hp 156), vortex (DC 79, 10-160 ft. high, 4d10+17 initial and 30d8 damage every round)</p><p></p><p><strong>Space</strong> 1.020 ft.; <strong>Reach</strong> 680 ft. (1.000 ft. with tentacles)</p><p></p><p><strong>Spell-Like Abilities</strong> (CL 64th, concentration +81)</p><p></p><p><strong>At will</strong>—control water, control winds, heavy water (DC 31), hydraulic torren, tail current, tidal surge (DC 32)</p><p></p><p><strong>3/day</strong>—control weather, tsunami (DC 36)</p><p></p><p>STATISTICS</p><p></p><p><strong>Str </strong>80, <strong>Dex</strong> 22, <strong>Con </strong>46, <strong>Int</strong> 6, <strong>Wis</strong> 28, <strong>Cha</strong> 36</p><p></p><p><strong>Base Atk</strong> +45; <strong>CMB</strong> +108; <strong>CMD</strong> 143 (can’t be tripped)</p><p></p><p><strong>Feats</strong> Alertness, Bloody Assault, Combat Reflexes, Cornugon Smash, Dazing Assault, Dodge, Greater Fortitude, Greater Vital Strike, Improved Initiative, Improved Vital Strike, Intimidating Prowess, Mobility, Multiattack, Muscle Reaction, Power Attack, Run, Signature Skill (intimidate), Spring Attack, Vital Strike, Weapon Focus (bite, claws, tentacles), Whirlwind Attack</p><p></p><p><strong>Epic Feats</strong> Improved Combat Reflexes, Epic Skill Focus (intimidate, swim), Good Fortitude, Improved Dodge, Sixth Sense, Superior Initiative</p><p></p><p><strong>Skills</strong> Intimidate +125, Perception +80, Sense Motive +15, Swim +57</p><p></p><p><strong>Languages</strong> Ancient Greek; telepathy 1.000 ft.</p><p></p><p><strong>SQ</strong> amphibious, might, siege monster, tenacious grapple</p><p></p><p><strong>Devastation (Ex)</strong></p><p>As a full-round action, the Kraken can assault a structure, dealing 40d20+400 points of damage to the structure in that round (this damage is already increased by siege monster).</p><p></p><p><strong>Eyes of the Deep (Ex)</strong></p><p>The Kraken gains blindsight to a range of 120 feet underwater; this blindsight does not otherwise extend out of the water.</p><p></p><p><strong>Divine Traits (Abomination) (Ex)</strong></p><p>As an abomination, the Kraken gains a +4 divine bonus to: armor class; attack rolls; checks (ability checks, caster level checks, skill checks, etc.); difficulty class (for any special abilities, spell-like abilities, spells); initiative; saving throws and spell resistance. The Kraken’s natural attacks or any weapons it wields, are treated as epic for the purpose of overcoming damage reduction. Am abomiantion does not age, requires no air to breathe, no food or drink to sustain itself, nor sleep.</p><p></p><p><strong>Lord of the Lightless Depths (Su)</strong></p><p>The Kraken may expend one use of its mythic power to make the waters filling its space and adjacent squares as dark, chilly, and pressurized as those a thousand fathoms below for 1 minute. The waters offer total concealment (or concealment against creatures with darkvision), and creatures beginning their turn in the area take 20d6 points of pressure damage and 10d6 points of cold damage and becomes fatigued from hypothermia; a DC 60 Fortitude save halves damage and negates fatigue. The save DC is Constitution-based.</p><p></p><p><strong>Might (Ex)</strong></p><p>The Kraken deals d10's for base damage dice of all melee, natural weapon, and unarmed attacks with virtual size categories, and its damage dice cannot go below this dice but this cannot increase to more dice than the Kraken HD.</p><p></p><p><strong>Mythic (Ex)</strong></p><p>The Kraken has Mythic Power (4/day, Surge +1d8) and counts as a 4th-rank Mythic creature. The Kraken can use any of its spell-like abilities and spells as the Mythic versions of those spells (if a Mythic version of that effect exists), expending Mythic Power as normal. The Kraken can also expend Mythic Power to use the augmented versions of these effects.</p><p></p><p><strong>Rend Ship (Ex)</strong></p><p>As a full-round action, the Kraken can attempt to use four of its tentacles to grapple a ship of its size or smaller. It makes a CMB check opposed by the ship’s captain’s Profession (sailor) check, but the Kraken gets a cumulative +4 bonus on the check for each size category smaller than Macro-Diminutive the ship is. If the Kraken grapples the ship, it holds the ship motionless; it can attack targets anywhere on or within the ship with its tentacles, but with its claws can only attack foes on deck and can’t attack foes at all with its bite. Each round it maintains its hold on the ship, it automatically inflicts bite damage on the ship’s hull.</p><p></p><p><strong>Siege Monster (Ex)</strong></p><p>The Kraken against an object or structure deals double damage.</p><p></p><p><strong>Swallow Whole (Ex)</strong></p><p>If the Kraken manage to grapple a creature, it can put the grappled creature in its mouth as a free action and attempt another grapple combat maneuver check (as though attempting to pin the opponent). If it succeed, it swallow the opponent as for the swallow whole special ability. If a creature that is swallowed whole by the Kraken manages to escape by cutting itself free, the Kraken’s muscles simply seals over the hole created so that other swallowed creatures must cut their own way out.</p><p></p><p><strong>Tenacious Grapple (Ex)</strong></p><p>The Kraken does not gain the grappled condition if it grapples a foe with its tentacles.</p><p></p><p><strong>Vortex (Su)</strong></p><p>The Kraken can create a whirlpool as a standard action, at will. This ability functions identically to the whirlwind special attack, but can only form underwater and cannot leave the water.</p><p></p><p><strong>Vulnerable to Petrification (Ex)</strong></p><p>The Kraken is vulnerable to all effects of petrification and can never apply its resistance or immunity against them (a flesh to stone spell can affect the Kraken even if its normally immune to transmutation magic). A spell or power that has the petrification as a consequence gains a +30 to pass the Kraken PR/SR. The Kraken suffer a -30 penalty to all saves against an effect, spell or power that has the petrification as a consequence.</p></blockquote><p></p>
[QUOTE="Obly99, post: 8735863, member: 7035194"] At the request of [USER=6866720]@Bootlebat[/USER] I created the Clash of Titans Kraken. I had to give it a little more abilities than the ones shown in the film because otherwise he would have been just a big fish. [CENTER][B][SIZE=7]Kraken[/SIZE][/B][/CENTER] LE Macro-Diminutive aberration (abomination, aquatic) [B]Init[/B] +49; [B]Senses[/B] darkvision 60 ft., eyes of the deep; Perception +80 DEFENSE [B]AC[/B] 80, touch 15, flat-footed 68 (+13 deflection, +6 Dex, +4 divine, +6 dodge, +65 natural, -24 size) [B]hp[/B] 1.560 (60d8+1.080) fast healing 30, regeneration 30 (chaotic and epic) [B]Fort[/B] +54, [B]Ref [/B]+30, [B]Will[/B] +45 [B]Defensive Abilities[/B] sixth sense; [B]DR[/B] 30/chaotic and epic; [B]Immune[/B] ability damage or drain, cold, energy drain, enchantment, illusionist and transmutation magic, death from massive damage, water pressure; [B]Resistance[/B] Terrestrial Hazards; [B]SR/PR[/B] 74 [B]Weakness[/B] vulnerable to petrification OFFENSE [B]Speed[/B] 20 ft., swim 600 ft. [B]Melee[/B] bite +57 (8d10+35), 2 claws +57 (8d10+35), 8 tentacles +55 (4d10+17 plus grab) [B]Special Attacks[/B] constrict (4d10+17), devastation, lord of lightless depths, mythic power (4/day, surge +1d8), rend ship, swallow whole (10d10 acid and 10d10 bludgeoning, AC 42, hp 156), vortex (DC 79, 10-160 ft. high, 4d10+17 initial and 30d8 damage every round) [B]Space[/B] 1.020 ft.; [B]Reach[/B] 680 ft. (1.000 ft. with tentacles) [B]Spell-Like Abilities[/B] (CL 64th, concentration +81) [B]At will[/B]—control water, control winds, heavy water (DC 31), hydraulic torren, tail current, tidal surge (DC 32) [B]3/day[/B]—control weather, tsunami (DC 36) STATISTICS [B]Str [/B]80, [B]Dex[/B] 22, [B]Con [/B]46, [B]Int[/B] 6, [B]Wis[/B] 28, [B]Cha[/B] 36 [B]Base Atk[/B] +45; [B]CMB[/B] +108; [B]CMD[/B] 143 (can’t be tripped) [B]Feats[/B] Alertness, Bloody Assault, Combat Reflexes, Cornugon Smash, Dazing Assault, Dodge, Greater Fortitude, Greater Vital Strike, Improved Initiative, Improved Vital Strike, Intimidating Prowess, Mobility, Multiattack, Muscle Reaction, Power Attack, Run, Signature Skill (intimidate), Spring Attack, Vital Strike, Weapon Focus (bite, claws, tentacles), Whirlwind Attack [B]Epic Feats[/B] Improved Combat Reflexes, Epic Skill Focus (intimidate, swim), Good Fortitude, Improved Dodge, Sixth Sense, Superior Initiative [B]Skills[/B] Intimidate +125, Perception +80, Sense Motive +15, Swim +57 [B]Languages[/B] Ancient Greek; telepathy 1.000 ft. [B]SQ[/B] amphibious, might, siege monster, tenacious grapple [B]Devastation (Ex)[/B] As a full-round action, the Kraken can assault a structure, dealing 40d20+400 points of damage to the structure in that round (this damage is already increased by siege monster). [B]Eyes of the Deep (Ex)[/B] The Kraken gains blindsight to a range of 120 feet underwater; this blindsight does not otherwise extend out of the water. [B]Divine Traits (Abomination) (Ex)[/B] As an abomination, the Kraken gains a +4 divine bonus to: armor class; attack rolls; checks (ability checks, caster level checks, skill checks, etc.); difficulty class (for any special abilities, spell-like abilities, spells); initiative; saving throws and spell resistance. The Kraken’s natural attacks or any weapons it wields, are treated as epic for the purpose of overcoming damage reduction. Am abomiantion does not age, requires no air to breathe, no food or drink to sustain itself, nor sleep. [B]Lord of the Lightless Depths (Su)[/B] The Kraken may expend one use of its mythic power to make the waters filling its space and adjacent squares as dark, chilly, and pressurized as those a thousand fathoms below for 1 minute. The waters offer total concealment (or concealment against creatures with darkvision), and creatures beginning their turn in the area take 20d6 points of pressure damage and 10d6 points of cold damage and becomes fatigued from hypothermia; a DC 60 Fortitude save halves damage and negates fatigue. The save DC is Constitution-based. [B]Might (Ex)[/B] The Kraken deals d10's for base damage dice of all melee, natural weapon, and unarmed attacks with virtual size categories, and its damage dice cannot go below this dice but this cannot increase to more dice than the Kraken HD. [B]Mythic (Ex)[/B] The Kraken has Mythic Power (4/day, Surge +1d8) and counts as a 4th-rank Mythic creature. The Kraken can use any of its spell-like abilities and spells as the Mythic versions of those spells (if a Mythic version of that effect exists), expending Mythic Power as normal. The Kraken can also expend Mythic Power to use the augmented versions of these effects. [B]Rend Ship (Ex)[/B] As a full-round action, the Kraken can attempt to use four of its tentacles to grapple a ship of its size or smaller. It makes a CMB check opposed by the ship’s captain’s Profession (sailor) check, but the Kraken gets a cumulative +4 bonus on the check for each size category smaller than Macro-Diminutive the ship is. If the Kraken grapples the ship, it holds the ship motionless; it can attack targets anywhere on or within the ship with its tentacles, but with its claws can only attack foes on deck and can’t attack foes at all with its bite. Each round it maintains its hold on the ship, it automatically inflicts bite damage on the ship’s hull. [B]Siege Monster (Ex)[/B] The Kraken against an object or structure deals double damage. [B]Swallow Whole (Ex)[/B] If the Kraken manage to grapple a creature, it can put the grappled creature in its mouth as a free action and attempt another grapple combat maneuver check (as though attempting to pin the opponent). If it succeed, it swallow the opponent as for the swallow whole special ability. If a creature that is swallowed whole by the Kraken manages to escape by cutting itself free, the Kraken’s muscles simply seals over the hole created so that other swallowed creatures must cut their own way out. [B]Tenacious Grapple (Ex)[/B] The Kraken does not gain the grappled condition if it grapples a foe with its tentacles. [B]Vortex (Su)[/B] The Kraken can create a whirlpool as a standard action, at will. This ability functions identically to the whirlwind special attack, but can only form underwater and cannot leave the water. [B]Vulnerable to Petrification (Ex)[/B] The Kraken is vulnerable to all effects of petrification and can never apply its resistance or immunity against them (a flesh to stone spell can affect the Kraken even if its normally immune to transmutation magic). A spell or power that has the petrification as a consequence gains a +30 to pass the Kraken PR/SR. The Kraken suffer a -30 penalty to all saves against an effect, spell or power that has the petrification as a consequence. [/QUOTE]
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