Monsters / Kraken
Kraken
CR 18 - 153,600 XP - NE Gargantuan Magical Beast
Stat block
AC32 (touch 6, flat-footed 32)HP290 (20d10+180)SavesFort +21, Ref +12, Will +11Melee2 arms +26 (2d6+10/19-20 plus grab), 8 tentacles +24 (1d8+5 plus grab), bite +26 (2d8+10)Speed10 ft., swim 40 ft., jet 280 ft.AbilitiesStr 30, Dex 10, Con 29, Int 21, Wis 20, Cha 21BAB / CMB / CMD+20 / +34 / 44Sensesdarkvision 120 ft., low-light vision; Perception +28Environmentany ocean
immune coldimmune mind-affecting effectsimmune poison
Combat brain - every behavior cites its line (8 rules)
Built only from this entry: stat-block special attacks, the printed Int score, the creature type, its feats and senses, and the behavioral prose of its own description. Nothing invented - an uncited behavior is a test failure.
constrict (from special_attacks)
special attacks: constrict 1d8+10 each round it holds
special attacks: constrict 1d8+10 each round it holds
grapple-grab (from melee)
melee: 2 arms +26 (2d6+10/19-20 plus grab), 8 tentacles +24 (1d8+5 plus grab), bite +26 (2d8+10) - grab rides the hit
melee: 2 arms +26 (2d6+10/19-20 plus grab), 8 tentacles +24 (1d8+5 plus grab), bite +26 (2d8+10) - grab rides the hit
rend (from special_attacks)
special attacks: rend when both claws connect
special attacks: rend when both claws connect
bruiser (from abilities)
abilities: Str 30 over Dex 10 - plant and full-attack, soak the hits
abilities: Str 30 over Dex 10 - plant and full-attack, soak the hits
strikes-first (from feats)
feats: Improved Initiative - it moves before you do
feats: Improved Initiative - it moves before you do
power-attack (from feats)
feats: Power Attack - trades accuracy for damage when the hit is likely
feats: Power Attack - trades accuracy for damage when the hit is likely
night-hunter (from senses)
senses: darkvision 120 ft., low-light vision; Perception +28 - hunts where prey is blind
senses: darkvision 120 ft., low-light vision; Perception +28 - hunts where prey is blind
targets-weakest (from alignment)
alignment NE, Int 21 - picks off the wounded and the unarmored first
alignment NE, Int 21 - picks off the wounded and the unarmored first
On-hit riders and breath
constrict1d8+10
rend
From the entry
1/day- control weather, control winds, dominate monster (DC 24, animal only), resist energy
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.
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.
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 ...