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BaolenCreature 18


UniqueGargantuanAquaticBeastMythic
Source Pathfinder #220: Crypt of Runes
Perception +31 (darkvision)
Languages Azlanti, Common, Thalassic
Skills Arcana +35, Athletics +37, Intimidation +32, Nature +31, Occultism +33, Religion +31, Society +33
Str +9, Dex +4, Con +9, Int +7, Wis +5, Cha +6

AC 42; Fort +35; Reflex +28; Will +31;
HP 360
Speed 10 feet (swim 40 feet)
Immunities controlled
Resistances Cold 10, Poison 20, Mythic 9

Arm One Action +37 (+32, +27) to hit (magical, reach 40) 4d10+17 Bludgeoning
Tentacle One Action +37 (+33, +29) to hit (agile, magical, reach 60, unarmed) 3d10+17 Bludgeoning
Beak One Action +37 (+32, +27) to hit (magical, reach 20, unarmed) 3d10+17 Piercing

Remove a Condition One Action (concentrate)

Cost 1 Mythic Point


Effect The creature ends one condition affecting it.

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.

Baolen is currently content in his place as an object of worship, though, so the surrounding weather remains calm.

Mythic Resilience (Fortitude and Will)

The creature treats its saving throws with the associated save as one degree of success better than it rolled. This is not cumulative with other effects that change their degree of success, like the incapacitation trait (except for rolling a natural 1 or 20). Each time the monster gains mythic resilience, choose one save. The ability should apply to the creature's highest saves first.

Susceptible to Confusion

Baolen's mythic resilience doesn't apply to Will saving throws he makes against the Confused condition. If Baolen starts his turn confused, he takes 6d10 mental damage.

Undying Myth Free Action

Cost all of Baolen's Mythic Points

Trigger Baolen would die and has at least 1 Mythic Point


Effect Baolen remains standing and conscious, and recovers 50% of his maximum Hit Points.

Constrict One Action

(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.

Curse of Flawed History (curse, primal)

Saving Throw DC 37 will


Effect The target struggles to differentiate between alternate histories and how the past truly occurred. The creature takes a –2 status penalty to checks made to Recall Knowledge (or a –4 penalty on a critical failure). This curse has an unlimited duration.

Double Attack One Action

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.

Ink Cloud One Action

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 retrocognitive 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 One Action (move)

The kraken moves through the water up to 280 feet in a straight line without triggering reactions.

Mythic Power

The creature has a pool of 3 Mythic Points, and can spend those Mythic Points for any of the actions it has.

Recharge One Action (concentrate)

Cost 1 Mythic Point


Effect Baolen regains an expended spell.

Retrocognitive Ink (poison, primal)

Baolen is immune to this poison

Saving Throw DC 40 will

Maximum Duration 10 rounds

Stage 1 4d6 mental damage and Stupefied 1 (1 round)

Stage 2 5d6 mental damage, Stupefied 2, and the target is exposed to the curse of flawed history (1 round)

Grab One Action

Requirements The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature Grabbed or Restrained


Effect If used after a Strike, the monster attempts to [/act grapple] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.

The monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn.


Primal Innate Spells (DC 40, +32 to hit)

2nd Level: Resist Energy
6th Level: Dominate (Animals Only)
8th Level: Punishing Winds, Whirlpool


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.


Traits

Unique

A rules element with this trait is one-of-a-kind. The DC of Recall Knowledge checks related to creatures with this trait is increased by 10.

Aquatic

Aquatic creatures are at home underwater. Their bludgeoning and slashing unarmed Strikes don't take the usual –2 penalty for being underwater. Aquatic creatures can breathe water but not air.

Beast

A creature similar to an animal but with an Intelligence modifier of –3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.

Mythic

Options with this trait grant or utilize mythic power. Feats with the mythic trait can only be taken by mythic characters, who are typically characters with a mythic Calling.

Monsters with the mythic trait have access to a pool of Mythic Points and are particularly strong for creatures of their level. Many mythic monsters are either resistant or entirely immune to attacks from non-mythic creatures and weapons.

Spells with the mythic trait require the expenditure of a Mythic Point in order to be cast, and items with the mythic trait require the expenditure of a Mythic Point in order to use their activated abilities.

Weapons with the mythic trait overcome the resistances and immunities of mythic monsters.