Kraken / Kraken
The legendary Kraken, a creature so formidable that those hunted by it often refuse to travel on the water whatsoever.

Level 25 Creature
Massive - Invertebrate - Octopod
Information
Kraken are a diverse breed of massive octopod. Much like octopi they dwell and hunt in large bodies of water for the duration of their lives. They are uniquely intelligent; sentient even, but with a dark and calculating intellect far superior to that of the average mortal. Many are capable of learning and performing magic. Stories claim that they also possess the ability to communicate and manipulate matter with the power of their minds. Their potential for continued growth is limited only by time and the size of the body of water they inhabit.
Behavior
Krakens seem to consider themselves the unofficial guardians of the seas. They regularly destroy overly successful whaling ships and seem to only attack cities that pollute or overfish their seas. They detest damage to their habitats and are capable of intricate plans when motivated by vengeance for the sea.
Tactics
Krakens are both highly intelligent and extremely wise, due to their massive brains, dense neural tissues and long lifespans. They are excellent trackers and are capable of gathering information and doing reconnaissance. If angered, they will pursue their offender to the end of the ocean and beyond. They have even been known to pursue their enemies to inland cities and gain access to them by traveling up rivers and through sewers.
In battle they typically make use of the water to attempt to drown non-aquatic animals and their incredibly articulate and deadly tentacles can easily grab and disassemble all others.
Weaknesses
Krakens must be submerged in saltwater at all times, or they will quickly dry out and become stiff, dealing damage to themselves whenever they move.
Krakens will die quickly if submerged in freshwater rather than saltwater for more than a few hours. Their cells will swell and potentially burst, killing the Kraken.
Spells
Mana
10
Traits
Spell Casting
The Creature is capable of casting a small list of spells ranging from common to powerful.
Effect: Acquire 1 Tier I Spell, 1 Tier II Spell and 1 Tier III Spell of your choice from any arcane school of magic. (Frost Ball, Gravity Well, Mage Laser)
Psychic
The Creature has powerful Psychic abilities due to the size of its brain, neural density or a cranial mutation.
Effect: Acquire the Psychic Abilities: Telekinesis, Telepathy and Pyrokinesis.
Long Reach III
The creature has a greatly increased melee combat range thanks to their unique proportions.
Effect: The creature's Melee Attack Range is increased by 3 Meters. In addition to this they also gain attacks of opportunity on any enemy creatures that move away from it without Disengaging while within its melee range.
Multi-Strike III
The creature can attack many times in rapid succession.
Effect: The creature is considered to possess a total of 4 Melee Attack Actions per turn.
Outer Shell
The Creature possesses a Rigid outer shell that acts like Plate Armor, protecting it from harm.
Effect: +8 AC, + 20 Armor Points, Reduce DEX score by 1.
Blubber
The creature possesses a thick blubber under its hide that is difficult to penetrate deeply.
Effect: The Creature is Resistant to Puncture Damage.
Padding
The creature possesses thick protective layers that make it more difficult to bludgeon.
Effect: The Creature is Resistant to Blunt Damage.
Healthy
The creature is a healthy specimen of their species.
Effect: The Creature’s Maximum HP is increased by +5 and +1 per level it gains above level 1.
Tough
Prerequisites: Healthy
The creature is a tough example of their species.
Effect: The Creature’s Maximum HP is increased by +10 and +1 per level it gains above level 1.
Robust
Prerequisites: Tough
The creature is exceptionally robust, tough and healthy.
Effect: The Creature’s Maximum HP is increased by +20 and +1 per level it gains above level 1.
Grappler
The creature is designed or evolved to grapple with prey and adversaries.
Effect: The creature Adds a Destiny on Attacks made to Grapple Creatures.
Swimmer
The creature is faster while in the water.
Effect: The Creature's Movement Speed is increased by 2 while swimming or moving through liquids.
Ambush Hunter
The creature is capable of remaining perfectly still and blending with its surroundings so as to ambush prey.
Effect: The Creature gains a Destiny Die and +4 to all Stealth Skill Rolls.
It must make a new Stealth Skill Check each time it Repositions.
Invertebrate
The Creature does not possess a Rigid Spine.
Effect: The Creature can Squeeze through Spaces that are 2 size categories smaller than themselves.
Lung Capacity V
Effect: The Creature has an expanded Lung Capacity and can be without breathable air for a number of Minutes equal to their CON Modifier x 6.
Water Breathing
Effect: The Creature is capable of breathing only while submerged in oxygenated liquids.
Cold Blooded
Effect: The Creature is not Detectable via Infrared or Heat Vision.
The creature does not generate its own heat and is considered to become Drowsy in cold weather conditions.
Echo Vision
Effect: The creature can see based on how sound reflects off of surfaces. This is often used in combination with emitting regular sounds such as clicks, chirps or snaps.
Abilities
Water Beam III
While adjacent to a water or liquid source the creature may suck up 2 Liters of Liquid and then use it as a projectile.
Action: Ranged Attack Action
Range: 20 Meters
Damage: 2d12 + 4 + CON Modifier Slash or Puncture Damage
Deafening Screech III
The creature is capable of emitting a devastating and deafening screech.
Action: Action
ARP Cost: 1 Stamina
Range: 5 Meter Blast
Effect: Target must pass a DC 18 CON Saving Throw or be dealt 1d8 Kinetic Damage and be Deafened and Stunned Until the end of their next turn. Creatures that save are Deafened and Dazed until the end of their next turn.
Overpower: The creature can overpower this ability to add 1d8 Kinetic Damage to this ability’s effect.
Ink Cloud III
The creature is capable of emitting large amounts of Ink when threatened in water or liquid.
Action: Motion
Range: 5 Meter Blast
Effect: The area covered by this ability's blast becomes a cloud of thick Ink while in water or liquid for 1d6+2 rounds. Ink Cloud blocks line of sight for creatures outside the Ink Cloud. Creatures inside the ink cloud have their visibility vision range reduced to 1 meter; Preventing most attacks made through or in the ink cloud.
The ink cloud can be dispersed by strong currents.
Beak Strike V
The Creature possesses a devastating Beak Strike Attack.
Action: Melee Attack Action
Range: 2 Meters
Damage: 1d12 + 7 Puncture Damage.
Club Strike III
The Creature Possesses a Devastating Club-like Appendage that it wields as a Natural Weapon.
Action: Melee Attack Action
Range: Melee
Damage: 2d8 + 7 Blunt Damage
Hit Effect: Target must pass a DC 14 STR Saving Throw or be Knocked Prone.
Tail Strike V
The Creature possesses a heavy tail-like appendage capable of being weaponized.
Action: Melee Attack Action
Range: 5 Meters
Damage: 3d6 + 7 Blunt Damage.
Hit Effect: The creature must roll a DEX saving throw with a DC of 16. If they Fail, they are pushed 3 meters and knocked prone.
Whip Strike III
The Creature Possesses a Deadly Whip-like Appendage that it wields as a Natural Weapon.
Action: Melee Attack Action
Range: 3 Meters
Damage: 2d4 + 7 Modifier Slash Damage
Stats
STR | CON | DEX | INT | WIS | CHA |
---|---|---|---|---|---|
20 | 18 | 20 | 22 | 16 | 14 |
5 | 4 | 5 | 6 | 3 | 2 |
Size | Massive |
---|---|
Movement | 12 Meters Swimming, 6 Meters Crawling |
Attack Modifier | +10 |
AC | 18 |
HP | 485 |
Armor | 20 |
Domain | Rivers, Lakes, Seas, Oceans, Coasts and Sea Caves |
Native Realm | X |