Kraken (CR 22/MR 9)

This tremendous leviathan resembles a vast squid, yet the markings on its body are strangely unsettling to look upon.

Mythic Kraken (CR 22/MR 9)
XP 614,400
Pathfinder Roleplaying Game Bestiary
NE Gargantuan magical beast (aquatic, mythic)
Init +13/-7MF, dual initiativeMA; Senses darkvision 60 ft., low-light vision, eyes of the deepMA; Perception +28

Defense

AC 41, touch 6, flat-footed 41 (+35 natural, –4 size)
hp 420 (20d10+310)
Fort +23, Ref +12, Will +11; second saveMA
Defensive Abilities DR 10/epic; Immune cold, mind-affecting effects, poison

Offense

Speed 10 ft., swim 40 ft., jet 280 ft.
Melee 2 arms +28 (2d6+12/19–20 plus grab), 8 tentacles +26 (1d8+6/19–20 plus grab), bite +28 (2d8+12)
Space 20 ft.; Reach 20 ft. (40 ft. with tentacles, 60 ft. with arms)
Special Attacks constrict (1d8+18), flingMA, ink cloud, lord of the lightless depthsMA, master of the wavesMA, mythic power (9/day, surge 1d10), rendMA (2 tentacles, 1d8+18), rend ship, sea of bloodMA, swallow wholeMA (6d6 slashing damage plus 6d6 acid damage, AC 27, 42 hp)

Spell-Like Abilities (CL 15th; concentration +20)
1/day—control weather, control water, control winds, dominate monster (DC 24; animal only), resist energy, seamantle, tsunami (DC 24), whirlwind (DC 23)

Statistics

Str 34, Dex 10, Con 33, Int 21, Wis 20, Cha 21
Base Atk +20; CMB +36 (+40 grapple, +38 trip); CMD 48 (can’t be tripped)
Feats Arms of the DeepMF, Bleeding CriticalMF, Blind-Fight, Combat Expertise, Critical Focus, Improved Critical (arms), Improved Critical (tentacles), Improved InitiativeMF, Improved Trip, Inescapable GraspMF, Multiattack, Power AttackMF
Skills Intimidate +25, Knowledge (geography) +25, Knowledge (nature) +25, Perception +28, Stealth +11, Swim +43, Use Magic Device +25
Languages Aquan, Common
SQ clouds of darknessMA, tenacious grapple

Ecology

Environment any ocean
Organization solitary
Treasure triple

Special Abilities

Clouds of Darkness (Ex) If a kraken’s ink cloud touches the water’s surface, it creates a murky black fog cloud 20 feet high above the ink cloud. It can expend one use of mythic power to increase the cloud’s height to 40 feet and make it as dark as deeper darkness.

Eyes of the Deep (Ex) A mythic kraken gains blindsight to a range of 120 feet underwater and within its clouds of darkness; this blindsight does not otherwise extend out of the water.

Ink Cloud (Ex) A kraken can emit a cloud of black, venomous ink in an 80-foot spread once per minute as a free action while underwater. This cloud provides total concealment, which the kraken can use to escape a fight that is going badly. Creatures within the cloud are considered to be in darkness. In addition, the ink is toxic, functioning as contact poison against all creatures caught within it. The ink cloud persists for 1 minute before dispersing. The save DC against the poison effect is Constitution-based.

Kraken Ink: Ink cloud—contact; save Fort DC 31; frequency 1/round for 10 rounds; effect 1 Str damage plus nausea; cure 2 consecutive saves.

Jet (Ex) A kraken can jet backward as a full-round action, at a speed of 280 feet. It must move in a straight line, but does not provoke attacks of opportunity while jetting.

Lord of the Lightless Depths (Su) A mythic kraken may expend one use of its mythic power to make the waters filling its space and adjacent squares as dark, chilly, and pressurized as those a thousand fathoms below for 1 minute. The waters offer total concealment (or concealment against creatures with darkvision), and creatures beginning their turn in the area take 6d6 points of pressure damage and 1d6 points of cold damage and becomes fatigued from hypothermia; a DC 31 Fortitude save halves damage and negates fatigue.

Master of the Waves (Sp) A mythic kraken gains control water, seamantle, tsunami, and whirlwind as spell-like abilities and may expend mythic power to duplicate the mythic and augmented versions of these spells.

Rend Ship (Ex) As a full-round action, a kraken can attempt to use four of its tentacles to grapple a ship of its size or smaller. It makes a CMB check opposed by the ship’s captain’s Profession (sailor) check, but the kraken gets a cumulative +4 bonus on the check for each size category smaller than Gargantuan the ship is. If the kraken grapples the ship, it holds the ship motionless; it can attack targets anywhere on or within the ship with its tentacles, but can only attack foes on deck with its free arms and can’t attack foes at all with its beak. Each round it maintains its hold on the ship, it automatically inflicts bite damage on the ship’s hull.

Sea of Blood (Su) A mythic kraken can expend one use of mythic power to transform its ink cloud into turgid, clinging blood. Creatures other than the mythic kraken within the blood take 1d6 points of bleed damage per round and become sickened and nauseated for as long as they remain in the sea of blood and for 1 minute thereafter; a DC 31 Fortitude save makes the damage nonlethal and negates the nauseated condition.

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