🔍 
Home Ancestries Backgrounds Bestiary Classes Conditions Deities Equipment Feats Spells

KrakenCreature 18


UncommonNEGargantuanAquaticBeast
Source Pathfinder Bestiary
Perception +34 (darkvision)
Languages Aquan, Common
Skills Athletics +38, Intimidation +32, Nature +35, Stealth +33
Str +9, Dex +4, Con +9, Int +5, Wis +6, Cha +5

AC 42; Fort +35; Reflex +28; Will +32;
HP 360
Speed 10 feet (swim 40 feet)
Immunities controlled, emotion
Resistances Cold 10, Poison 20

Arm One Action +37 (+32, +27) to hit (reach 40, magical) 4d10+17 Bludgeoning
Tentacle One Action +37 (+33, +29) to hit (reach 60, agile, magical) 3d10+17 Bludgeoning
Beak One Action +37 (+32, +27) to hit (reach 20, magical) 3d10+17 Piercing

Darkvision

A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

Altered Weather (aura, evocation, primal)

Aura


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.

Constrict One Action

2d10+17 bludgeoning damage, DC 40 basic fortitude

On a failed save, a creature that is holding its breath loses 1d4 rounds worth of air.


The monster deals the listed amount of damage to any number of creatures Grabbed or Restrained by it. Each of those creatures can attempt a basic Fortitude save with the listed DC.

Double Attack One Action

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 One Action

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 rounds, and the cloud dissipates after 1 minute.

Jet One Action (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 poison damage and Sickened 1 (1 round)

Stage 2 4d6 poison damage and Sickened 2 (1 round)

Grab One Action

Requirements The monster's last action was a success with a Strike that lists Grab in its damage entry, or it has a creature grabbed using this action.


Effect The monster automatically Grabs the target until the end of the monster's next turn. The creature is Grabbed by whichever body part the monster attacked with, and that body part can't be used to Strike creatures until the grab is ended. Using Grab extends the duration of the monster's Grab until the end of its next turn for all creatures grabbed by it. A grabbed creature can use the Escape action to get out of the grab, and the Grab ends for a grabbed creatures if the monster moves away from it.


Primal Innate Spells (DC 40, +32 to hit)

2nd Level: Resist Energy
6th Level: Dominate (Animals Only)
8th Level: Punishing Winds


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.


Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.