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Kraken

Gigantic squid-like creatures that dwell in the deepest ocean depths and prey on ships

aquatic giant neutral-evil cephalopod

OSRIC

OSRIC

Armor Class5/0
Hit Dice20
Number Encountered1
Attacks9
Damage2d6(×8)/5d4
Move210-ft swimming
AlignmentNeutral evil
IntelligenceGenius
XP10/17,500+30/hp
Treasure Type12d4×1,000 gp (50%), 1d8×1,000 pp (50%), 9d6 gems (55%), 2d10 jewellery (45%), 4 magic items+1d6 scrolls+2d4 potions (50%)
SizeLarge
FrequencyVery rare
Lair75%

It is rumoured kraken once lived in shallower coastal waters and had armies of slaves who worshipped them. For some reason they were forced to retreat to the deepest depths of the oceans. In the darkness they grew larger and more powerful. They excavated huge labyrinths in the sea floor. Now they prey on ships for food and slaves which they drag down to their watery dungeons. A kraken will attack a ship in the same way a giant squid does, by anchoring itself with 2 arms and attacking with the other 8. If the kraken wraps 6 tentacles around a ship and squeezes for 3 consecutive rounds, it will cause enough damage to sink the ship.

A kraken’s body is protected by a tough shell (AC 0), but its tentacles and head are more vulnerable (AC 5). Two tentacles are covered with barbs and do 2d6 damage. The other 6 tentacles hit for 2d4 damage. With each successful hit the kraken grabs its victim and holds it. With each successive round the tentacle does an additional 3d4 crushing damage. The kraken’s sharp beak bites for 5d4 damage. Once held, the only way to get free is to sever the tentacle by causing 16 hp damage to it.

Those within the tentacle’s grasp are 25% likely to have both arms held, and as such they are helpless. Most of the time (50%) they will have one limb held and are able to attack with a -3 penalty. The other 25% of the time the victim will both arms free and can attack the squid with only a -1 penalty.

If the kraken looses more then 3 arms it will release the ship and flee. As it does the monster will release ink in the water leaving a cloud 80-ft deep by 80-ft wide by 120-ft long. A kraken’s ink is poisonous and will cause 1d4 points of damage per round until the ink dissipates. The ink lasts for about 5 rounds.

Special Abilities

Ship Attack: Attacks ships by anchoring with 2 arms and attacking with 8. If 6 tentacles wrap around a ship and squeeze for 3 consecutive rounds, the ship sinks.
Tentacle Attacks: 2 barbed tentacles do 2d6 damage. 6 other tentacles do 2d4 damage. Each successful hit grabs the victim. Each successive round does additional 3d4 crushing damage. To escape, must sever tentacle by causing 16 hp damage to it.
Beak: Sharp beak bites for 5d4 damage.
Grappling Effects: Those grappled: 25% have both arms held (helpless), 50% have one limb held (attack at -3), 25% have both arms free (attack at -1).
Ink Cloud: If loses more than 3 arms, releases ship and flees. Releases poisonous ink cloud 80-ft deep by 80-ft wide by 120-ft long. Ink causes 1d4 damage per round for 5 rounds.
Spell-like Abilities: Once per day: sphere of airy water (240-ft across), create faerie fire (8 hours), control temperature (40-ft), control winds, weather summoning. Three times per day: animal (fish) summoning III (summons fish but does not control them).