Kraken
Creature 18 (uncommon) — aquatic, beast
AnvilSnareLANDAQUATICbeastaquatic
A kraken is an enormous, squid-like leviathan with a cruel intelligence. It hunts ships, whales, and heroes alike. The hatred and envy krakens hold for alghollthus, their rivals, has led many krakens to make their lairs in sunken cities, where they can sift through ancient lore and uncover long-lost arcane secrets.
Source: pathfinder-monster-core
Perception +34; darkvision
Languages common, thalassic
Skills athletics +38, intimidation +32, nature +35, stealth +33
Str
+9
Dex
+4
Con
+9
Int
+5
Wis
+6
Cha
+5
AC 42
Fort +35
Ref +28
Will +32
HP 360
Immunities controlled, emotion
Resistances cold 10, poison 20
Speed 10 feet, swim 40 feet
Offense
Melee Arm (magical, reach-40) +37, Damage 4d10+17 bludgeoning plus Grab
Melee Tentacle (agile, magical, reach-60, unarmed) +37, Damage 3d10+17 bludgeoning plus Grab
Melee Beak (magical, reach-20, unarmed) +37, Damage 3d10+17 piercing
Abilities
Altered Weather (aura, primal) — A kraken reshapes the weather within 2 miles of it, with the effect of the Control Weather ritual centered on the kraken and based on its emotional state, at the GM's discretion. If the kraken dies, the weather returns to normal immediately.
Constrict — 2d10+17 bludgeoning, DC 40 Fortitude. On a failed save, a creature that is holding its breath loses 1d4 rounds worth of air.
The monster deals the listed amount of damage to any number of creatures Grabbed or Restrained by it. Each of those creatures can attempt a basic Fortitude save with the listed DC.
The monster deals the listed amount of damage to any number of creatures Grabbed or Restrained by it. Each of those creatures can attempt a basic Fortitude save with the listed DC.
Double Attack — The kraken makes two Strikes with two different arms or tentacles, each limb targeting a different creature. Double Attack counts as two attacks toward the kraken's multiple attack penalty, but the penalty doesn't increase until after both attacks are made.
If the kraken subsequently uses the Grab action, it Grabs any number of creatures it hit with Double Attack.
If the kraken subsequently uses the Grab action, it Grabs any number of creatures it hit with Double Attack.
Ink Cloud — The kraken releases a cloud of black, venomous ink in an 80-foot emanation. This cloud has no effect outside water.
Creatures inside the ink cloud are exposed to kraken ink poison and are Undetected while inside the cloud.
The kraken can't use Ink Cloud again for 2d6 rounds, and the cloud dissipates after 1 minute.
Creatures inside the ink cloud are exposed to kraken ink poison and are Undetected while inside the cloud.
The kraken can't use Ink Cloud again for 2d6 rounds, and the cloud dissipates after 1 minute.
Jet (move) — The kraken moves through the water up to 280 feet in a straight line without triggering reactions.
Kraken Ink (poison) — Krakens are immune to this poison
Saving Throw DC 39 Fortitude;
Maximum Duration 10 rounds
Stage 1 4d6 poison damage and Sickened 1 (1 round)
Stage 2 5d6 poison damage and Sickened 2 (1 round)
Saving Throw DC 39 Fortitude;
Maximum Duration 10 rounds
Stage 1 4d6 poison damage and Sickened 1 (1 round)
Stage 2 5d6 poison damage and Sickened 2 (1 round)
Grab —
Primal Innate Spells DC 40, attack +32
8th Punishing Winds
6th Dominate (Animals Only)
2nd Resist Energy
WORKS WELL WITH
WeaverAQUATICA debuffing caster exploits targets left Undetected and disoriented inside the ink cloud.
SniperAQUATICA ranged ally finishes off targets the kraken's immense reach and grab have already pinned in place.
FlankerAQUATICA mobile ally exploits the confusion of the ink cloud's concealment to reach targets the kraken's reach hasn't already claimed.
PUNISHES
✖ clumping✖ ranged reliance✖ isolated targets
The land speed is minimal, so this creature functions as effectively water-locked; avoid building encounters around it outside aquatic terrain.
Works well with · Punishes · Pairing advice
Unlock with Tactics
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