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Gargantuan Magical Beast (Aquatic) |
Hit Dice:
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20d10+180 (290 hp) |
Initiative:
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+4 |
Speed:
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Swim 20 ft. (4 squares) |
Armor Class:
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20 (-4 size, +14 natural), touch 6, flat-footed 20 |
Base Attack/Grapple:
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+20/+44 |
Attack:
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Tentacle +28 melee (2d8+12/19-20) |
Full Attack:
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2 tentacles +28 melee (2d8+12/19-20) and 6 arms +23 melee (1d6+6) and bite +23 melee (4d6+6) |
Space/Reach:
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20 ft./15 ft. (60 ft. with tentacle, 30 ft. with arm) |
Special Attacks:
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Improved grab, constrict 2d8+12 or 1d6+6 |
Special Qualities:
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Darkvision 60 ft., ink cloud, jet, low-light vision, spell-like abilities |
Saves:
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Fort +21, Ref +12, Will +13 |
Abilities:
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Str 34, Dex 10, Con 29, Int 21, Wis 20, Cha 20 |
Skills:
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Concentration +21, Diplomacy +7, Hide +0, Intimidate +16, Knowledge (geography) +17, Knowledge (nature) +16, Listen +30, Search +28, Sense Motive +17, Spot +30, Survival +5 (+7 following tracks), Swim +20, Use Magic Device +16 |
Feats:
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Alertness, Blind-Fight, Combat Expertise, Improved Critical (tentacle), Improved Initiative, Improved Trip, Iron Will |
Environment:
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Temperate aquatic |
Organization:
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Solitary |
Challenge Rating:
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12 |
Treasure:
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Triple standard |
Alignment:
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Usually neutral evil |
Advancement:
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21-32 HD (Gargantuan); 33-60 HD (Colossal) |
Level Adjustment:
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- |
Six of the beast's tentacles are shorter arms about 30 feet long; the remaining two are nearly 60 feet long and covered with barbs. Its beaklike mouth is located where the tentacles meet the lower portion of its body.
Krakens speak Common and Aquan.
Krakens strike their opponents with their barbed tentacles, then grab and crush with their arms or drag victims into their huge jaws. An opponent can make
sunder attempts against a kraken's tentacles or arms as if they were weapons
. A kraken's tentacles have 20
hit points, and its arms have 10
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 or arm deals
damage to the kraken equal to half the limb's full normal
hit points. A kraken usually withdraws from
combat if it loses both tentacles or three of its arms. A kraken regrows severed limbs in 1d10+10 days.
Constrict (Ex): A kraken deals automatic arm or tentacle
damage with a successful
grapple check.
Ink Cloud (Ex): A kraken can emit a cloud of
jet-black ink in an 80-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.
Skills: 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.