Kraken
Gigantic squid-like creatures that dwell in the deepest ocean depths and prey on ships
OSRIC
| Armor Class | 5/0 |
|---|---|
| Hit Dice | 20 |
| Number Encountered | 1 |
| Attacks | 9 |
| Damage | 2d6(×8)/5d4 |
| Move | 210-ft swimming |
| Alignment | Neutral evil |
| Intelligence | Genius |
| XP | 10/17,500+30/hp |
| Treasure Type | 12d4×1,000 gp (50%), 1d8×1,000 pp (50%), 9d6 gems (55%), 2d10 jewellery (45%), 4 magic items+1d6 scrolls+2d4 potions (50%) |
| Size | Large |
| Frequency | Very rare |
| Lair | 75% |
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.