KrakenCreature 18
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; Reflex +28; Will +32;
HP 360
Speed 10 feet (swim 40 feet)
Immunities controlled, emotion
Resistances Cold 10, Poison 20
Arm
+37 (+32, +27) to hit (magical, reach 40) 4d10+17 BludgeoningTentacle
+37 (+33, +29) to hit (agile, magical, reach 60, unarmed) 3d10+17 BludgeoningBeak
+37 (+32, +27) to hit (magical, reach 20, unarmed) 3d10+17 PiercingAltered 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.
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.
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.
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)
Grab
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
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
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.
AquaticAquatic 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.
BeastA 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.