Kraken

Kraken A kraken is a rare form of gargantuan squid. It is one of the most deadly monsters in existence.
  Combat: Krakens attack as huge varieties of giant squid. Two of their tentacles are barbed and cause 3d6 points of damage when they hit. They then try to drag prey toward their gaping maws for a bite of 7d4 points of damage. The other six free tentacles inflict 2d6 points of damage when they hit and constrict for 3d6 points each round thereafter. A kraken’s tentacle must suffer 18 points of damage from sharp or edged weapons to be severed (these hit points are in addition to those the kraken gets from its Hit Dice).
  If three of more of its tentacles have been severed, the monster is 80% likely to retreat, leaving behind a cloud of ink to discourage pursuit. The kraken is 50% likely to retreat to its den if four or more of its tentacles have victims. It leaves behind an ink cloud in this case also. The ink cloud of a kraken is 80 feet high by 80 feet wide by 120 feet long and is poisonous (it dissipates in 2-5 rounds). Those within the cloud receive 2d4 points of damage every round they remain. Krakens jet away to their lairs at a movement rate 21.
  Krakens can drag ships of 60 feet long down in the same way as normal giant squids attack. They have the innate power to cause airy water in a sphere 120 yards across or in a hemisphere 240 yards across (they can do this continuously). They can employ the following spell-like powers, one at a time, at will: faerie fire for up to eight hours, control temperature in a 40-yard radius continuously, control winds once per day, weather summoning once per day, and animal summoning III (fish only) three times per day (note that this spell does not grant control of the fish once summoned).
  Krakens are not affected by the conch horns of tritons.
  Habitat/Society: Krakens have Intelligences of genius or higher and often control entire regions of the underwater world. Their lairs lie thousands of feet below the surface and they maintain huge complexes of caverns where they keep and breed human slaves to serve and feed them.
  Ecology: Krakens can breathe either air or water and are aggressive hunters. Many tropical islands have been completely stripped of all inhabitants (animal and human) by krakens.
  It is said that krakens retreated to the depths when the forces of good thwarted their attempt to rule the seas, but is also said that in the future krakens will rise again.
 
 
 
  AC 5 (Ientade) or 0 (body MV swim 3, jet 21; HO 20; hp 120; THACO 5; MT9; Omg 3d6 x2 (barbed tentacle)/2d6 ... special x6 (tcntacle)/7rl4 (beak SA barbed tentacles drag prey to beak for bite attack, ordinary tentacles constrict for 3d6 poinn. of automatic damage on subsequent rDWlds after the initial hit, can sink any ship of less than 60' length, spell·like abilities (see below 50 damage inflicted on tentacles is not !,ubtractcd from the kraken's total nt takes 18 points of d.unage to severe a single tentacle), poisonous ink cloud (80' x 80' x 120', inflicts 2d4 points of damage per round to those within the cloud, diSSipates in Id4+1 round 5Z G (120' long ML fanatic (18 Int supragenius (20 AL NE; XP 14,000. Special abililiL'S (one at a lime at will, unless otherwise noted): airy wilier (120- yard sphere or 240-yard hemisphere), OIliff/al summolling IJI (fWl), (on trol tetllPfmture (.lQ-yard radius), control k'llId~ (once per day),faerie firt (duration: 8 hours), and Wf~th"r ~utllmDlling (once per day).

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