Monday, January 3, 2011

General Rules: Monsters - Blood Kraken

Blood Kraken (adapted from the Creature Collection)
Large Magical Beast

Hit Dice: 7d10+21 (59 hit points)
Initiative: +1
Speed: Swim 60 feet
Armor Class: 24 (-1 size, +1 Dexterity, +14 natural); touch 9, flat-footed 23
BAB/Grapple: +7/+14
Attack: Tentacle +9 melee (1d6+3, bludgeoning, 20 x2)
Full Attack: 8 tentacles +9 melee (1d6+3, bludgeoning, 20 x2)
Space/Reach: 5 feet by 10 feet/5 feet
Special Attacks: Improved grab, spells
Special Qualities: Darkvision 60 feet, ink
Saves: Fortitude +5, Reflex +3, Will +8
Abilities: Str 17, Int 14, Wis 17, Dex 12, Con 16, Cha 13
Skills: Diplomacy +8, Hide +3, Innuendo +5, Intimidate +3, Knowledge: Arcana +10, Listen +7, Spellcraft +5, Spot +2, Use Magic Device +3
Feats: Blind-Fight, Forge Ring, Craft Rod, Enlarge Spell, leadership, Maximize Spell
Environment: Any aquatic
Organization: Solitary
Challenge Rating: 6
Treasure: Triple standard
Alignment: Always lawful evil
Advancement: 8 - 10 Hit Dice (Large); 11 - 14 Hit Dice (Huge)

These inky black creatures are the terrors of shipping and coastal villages throughout the Three Worlds. Though blood krakens are relatively small - usually 8 to 12 feet from tentacle tip to tentacle tip and shy from physical conflict, their leadership abilities and mastery of the magic of weather and destruction make them extremely dangerous, especially when supported by their coteries of followers.

Most kraken have personal entourages of several sea hags and a number of shark-folk. Such raiding parties might be as small as a school of 8 to 12, or as large as a village of 50 or more.

Most blood kraken are vain creatures, proud of themselves and their power. They bedeck themselves in the riches of the surface world, covering their arms with rings and bracelets, gilding and piercing their beaks, and crowning themselves with a wide variety of circlets, tiaras, and diadems. Most wield scepters or other wands of office salvaged from wreckage, and these can include swords and elaborately carved wooden legs - anything striking will be deemed suitable.

Combat
Blood krakens are typically reticent to enter combat, preferring for their followers to take care of such matters while they stay back and offer magical support. When forced into combat, krakens favor combat magic or attempt to strangle victims with their powerful arms.

Ink (Ex): Blood krakens can spew a thick ink cloud which obscures vision in a 60-foot radius. Not even darkvision can penetrate the ink. A blood kraken may do this once every three hours.

Improved Grab (Ex): To use this ability, the blood kraken must hit with a 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, the blood established a hold on the opponent. Every round that it maintains a hold on an opponent, the kraken can inflict 1d6+3 points of crushing damage. A kraken can hold onto an opponent with up to two tentacles and it inflicts twice as much crushing damage per round if it does so.

Spells: A blood kraken casts spells as an 8th level cleric. They may select from the Blackwater, Cold, Sloth, Watery Death, Winter domains.

Notes: I changed the blood kraken's "sticky tentacles" ability to the improved grab ability.

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