Krakens

by CanceRevolution

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Krakens

Deep within the abyssal plains of the world's oceans lies a terror that has haunted the tales of sailors for centuries: the Kraken. Stretching its massive tentacles dozens of feet in length, this colossal leviathan is an embodiment of the sea's raw power and mystery. Covered in slick, dark scales and crowned with piercing, luminescent eyes, the Kraken is said to be able to drag entire galleons beneath the waves, leaving no trace save for the haunting tales of the few unfortunate survivors.

Its intelligence is a matter of much debate among scholars. Some argue that the Kraken's attacks are purely instinctual, a matter of a predatory beast hunting for its next meal. Others suggest a deeper cunning, pointing to patterns of ships being lured into ambushes by the creature's eerie luminescence or the way it seems to understand and exploit the fear of its prey. Regardless of its intellectual capacity, the Kraken's physical prowess is undisputed. Its tentacles possess the strength to crush ship hulls and the dexterity to pluck sailors off the deck as easily as one might pick fruit from a tree.

Many legends surround the Kraken, from tales of ancient gods sending them as punishment to ill-fated voyages, to stories of hidden treasures guarded by these titanic beasts. While the true extent of the Kraken's powers and purpose remain hidden in the depths, one thing remains clear: for any sailor traversing the open seas, respect for the mysteries of the deep is not just a matter of superstition, but a necessity for survival.

Tier 4



Young Kraken

Gigantic, Beast/ Colossus

Tier 4, Challenge Point 40, XP: 160

Attributes

AC 16 AP 2
HP 331 Posture 169
  • Passive Insight/ Perception 19
  • Senses Dark Vision
  • Language None

Movement

Base/ Swim (breath) 50 Climb/ Walk 0 Dash 120

Stats + Skills

STR +11 DEX -1 INT -3 WIS +9 CHA -3
  • LU +0: Luck Points: 0; Critical Fail: 1

Villain Actions

  • Frenetic Rage On the end of each creature turn, you can make 1 Tentacle Strike Attack against it if possible.
  • Detached Tentacle For every 50 HP you lose on a round, you can create 1 Detached Tentacle, which takes its turn after you.
  • However, you and the Detached Tentacle also start Bleeding (1d6) after this.

Abilities

  • Acid Blood If a creature hits you with a Melee Attack while you are Bleeding or with 0 Posture, any Construct or Weapon being used by those creatures also takes 1 Corrosion Point.

  • Swimmer You are in harsh terrain while on ground. While underwater, you are considered to be in fast terrain and you don't gain disadvantage on Attacks

  • Water Ambusher You gain advantage on Stealth Checks while underwater. In addition, creatures that are not fully submerge in water are considered completely Blinded when interacting with you.

Actions (1)

  • Bite: Hit +11, Dmg 3d12 thrust + 2d12 acid

  • Corrosion: Any Construct, Armor or Shield being used by a creature also takes 1 Corrosion Point when they take this acid damage.

  • Swallow (Concentration): On a hit, the target must succeed on a Brawling Save (DC 19) or be swallowed by you if it’s Large or smaller. While swallowed:

  • • Shares the same space as you.

  • • Is in Full Cover.

  • • Becomes Paralyzed if it has 0 Posture.

  • • Takes 2d10 acid damage at the start of its turns. Any Construct or Armor/Shield/Weapon being used by a creature also takes 1 Corrosion Point when they take this acid damage.

  • You can have 2 creatures swallowed at once, but you vomit if you lose Concentration.

  • Tentacle Strike Hit +11, Dmg 2d8 strike

  • Containment: On a hit, an Enormous or smaller creature becomes grappled by you. A creature grappled this way also becomes Contained.

  • You can only grapple 8 creatures at once.

  • Long Reach The reach of this Attack is 60 feet.



Detached Tentacle

Gigantic, Beast/ Colossus

Tier 4, Challenge Point 8, XP: 32

Attributes

AC 11 AP 2
HP 24 Posture 5
  • Passive Insight/ Perception 7
  • Language None

Movement

Base/ Swim (breath) 25 Climb/ Walk 0 Dash 0

Stats + Skills

STR +8 DEX -3 INT -4 WIS -3 CHA -3
  • LU +0: Luck Points: 0; Critical Fail: 1

Villain Actions

  • Frenetic Rage On the end of each creature turn, you can make 1 Tentacle Strike Attack against it if possible.

Abilities

  • Acid Blood If a creature hits you with a Melee Attack while you are Bleeding or with 0 Posture, any Construct or Weapon being used by those creatures also takes 1 Corrosion Point.
  • Blind You are always completely Blinded.
  • Swimmer You are in harsh terrain while on ground. While underwater, you are considered to be in fast terrain and you don't gain disadvantage on Attacks

Actions (1)

  • Tentacle Strike Hit +8, Dmg 2d8 strike
  • Containment: On a hit, an Enormous or smaller creature becomes grappled by you. A creature grappled this way also becomes Contained.
  • You can only grapple 1 creature at once.
  • Long Reach The reach of this Attack is 60 feet.


Kraken

Gigantic, Beast/ Colossus

Tier 5, Challenge Point 60, XP: 300

Attributes

AC 16 AP 3
HP 494 Posture 250
  • Passive Insight/ Perception 20
  • Senses Dark Vision
  • Language None

Movement

Base/ Swim (breath) 50 Climb/ Walk 0 Dash 120

Stats + Skills

STR +14 DEX -1 INT -3 WIS +10 CHA -3
  • LU +0: Luck Points: 0; Critical Fail: 1

Villain Actions

  • Frenetic Rage On the end of each creature turn, you can make 1 Tentacle Strike Attack against it if possible.

  • Detached Tentacle For every 70 HP you lose on a round, you can create 1 Detached Tentacle, which takes its turn after you.

  • However, you and the Detached Tentacle also start Bleeding (1d6) after this.

  • Villain Save Once per round, when you fail a Save, you can succeed on it instead. However, if you choose to do so, you are unable to use your Frenetic Rage ability until the start of your next turn.

Abilities

  • Acid Blood If a creature hits you with a Melee Attack while you are Bleeding or with 0 Posture, any Construct or Weapon being used by those creatures also takes 1 Corrosion Point.
  • Swimmer You are in harsh terrain while on ground. While underwater, you are considered to be in fast terrain and you don't gain disadvantage on Attacks
  • Water Ambusher You gain advantage on Stealth Checks while underwater. In addition, creatures that are not fully submerge in water are considered completely Blinded when interacting with you.

Actions (2)

  • Bite: Hit +14, Dmg 3d12 thrust + 2d12 acid

  • Corrosion: Any Construct, Armor or Shield being used by a creature also takes 1 Corrosion Point when they take this acid damage.

  • Swallow (Concentration): On a hit, the target must succeed on a Brawling Save (DC 22) or be swallowed by you if it’s Large or smaller. While swallowed:

  • • Shares the same space as you.

  • • Is in Full Cover.

  • • Becomes Paralyzed if it has 0 Posture.

  • • Takes 2d10 acid damage at the start of its turns. Any Construct or Armor/Shield/Weapon being used by a creature also takes 1 Corrosion Point when they take this acid damage.

  • You can have 3 creatures swallowed at once, but you vomit if you lose Concentration.

  • Tentacle Strike Hit +14, Dmg 2d8 strike

  • Containment: On a hit, an Enormous or smaller creature becomes grappled by you. A creature grappled this way also becomes Contained.

  • You can only grapple 8 creatures at once.

  • Long Reach The reach of this Attack is 60 feet.