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Pathfinder Second Edition

Compendium

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Kraken

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A Kraken is an enormous, squid-like leviathan with a cruel intelligence. It hunts ships, whales, and heroes alike. The hatred and envy krakens hold for their rivals, the alghollthus, has led many krakens to make their lairs in sunken Cities, where they can sift through ancient lore for long-lost Arcane secrets.

Attributes

Kraken

Creature 18

NEGargantuanUncommon, Aquatic, Beast
  • Perception34; darkvision
  • LanguagesAquan, Common
  • Skills athletics 38 intimidation 32 nature 35 stealth 33
  • Str9Dex4Con9Int 5Wis6Cha5
  • AC 42 Fort35Ref28Will32
  • HP 360 Immunitiescontrolled, emotion Resistancescold 10, poison 20
  • Altered Weather A kraken reshapes the weather within 2 miles of it, with the effect of the control weather ritual centered on the kraken and based on its emotional state, at the GM’s discretion. If the kraken dies, the weather returns to normal immediately. A monster’s aura automatically affects everything within a specified emanation around that monster. The monster doesn’t need to spend actions on the aura; rather, the aura’s effects are applied at specific times, such as when a creature ends its turn in the aura or when creatures enter the aura. If an aura does nothing but deal damage, its entry lists only the radius, damage, and saving throw. Such auras deal this damage to a creature when the creature enters the aura and when a creature starts its turn in the aura. A creature can take damage from the aura only once per round. The GM might determine that a monster’s aura doesn’t affect its own allies. For example, a creature might be immune to a monster’ frightful presence if they have been around each other for a long time.
  • Speed10 feet, swim 40 feet
  • Melee arm 37 (reach 40 feet, magical) Damage4d10+17 bludgeoning plus Grabtentacle 37 (reach 60 feet, agile, magical) Damage3d10+17 bludgeoning plus Grabbeak 37 (reach 20 feet, magical) Damage3d10+17 piercing
  • Constrict 2d10+17 (2d10+17) bludgeoning, DC 40. On a failed save, a creature that is holding its breath loses 1d4 (1d4)rounds worth of air. The monster deals the listed amount of damage to any numbers of creatures grabbed or restrained by it. Each of those creatures can attempt a basic Fortitude save with the listed DC.
  • Double Attack The kraken makes two Strikes with two different arms or tentacles, each limb targeting a different creature. Double Attack counts as two attacks toward the kraken’s multiple attack penalty for further actions, but the penalty doesn’t increase until after both attacks are made. If the kraken subsequently uses the Grab action, it Grabs any number of creatures it hit with Double Attack.
  • Ink Cloud The kraken emits a cloud of black, venomous ink in an 80-foot emanation. This cloud has no effect outside water. Creatures inside the ink cloud are exposed to kraken ink poison and are undetected while inside the cloud. The kraken can’t use Ink Cloud again for 2d6 (2d6) rounds, and the cloud dissipates after 1 minute.
  • Jet (move) The kraken moves through the water up to 280 feet in a straight line without triggering reactions.
  • Kraken Ink (poison) Krakens are immune to this poison. Saving Throw: DC 39 Fortitude; Maximum Duration: 10 rounds; Stage 1: 3d6 (3d6) poison damage and sickened 1 (1 round); Stage 2: 4d6 (4d6) poison damage and sickened 2 (1 round).
  • Primal Innate Spells DC 40; dominate (animals only); 8th punishing winds; 7th resist energy