Abysm’s Dread Kraken
Deep beneath the waves of the oceans of Abysm, Demogorgon’s realm in the Abyss, lurks a creature of unfathomable might. Spawned and nurtured by the Sibilant Beast, Drigular is to a squid what Demogorgon is to a monkey. Drigular will rise to the surface at his master’s bidding to whelm and destroy intruders on Demogorgon’s waters.
Drigular
Size/Type: Colossal Magical Beast (Aquatic, evil, outsider)
Initiative: +4
Hit Dice: 44d10+484 (726 hp)
Armor Class: 28 (-8 size, +26 natural), touch 2, flat-footed 28
Damage Reduction: 10 / magic
Saves: Fort +35, Ref +22, Will +18
Resistances: cold & fire 20
Spell Resistance: 30
Speed: Swim 20 ft. (4 squares)
Attack: Tentacle +42 melee (4d6+22/19-20) with 10 point power attack
Full Attack: 2 tentacles +42 melee (4d6+26/19-20) and 6 arms +37 melee (1d8+18) and bite +37 melee (4d8+18) with 10 point power attack
Base Attack/Grapple: +44/+76 (+56 if not concentrating completely on a single target)
Space/Reach: 30 ft./ 20 ft. (90 ft. with tentacle, 45 ft. with arm)
Special Attacks: Improved grab, constrict 4d6+16 or 1d8+8, swallow whole, smite good (+20 damage 1/day)
Special Qualities: Darkvision 60 ft., ink cloud, jet, darkvision, spell-like abilities
Abilities: Str 42, Dex 10, Con 33, Int 21, Wis 20, Cha 20
Skills: Concentration +58, Diplomacy +7, Hide +0, Intimidate +32, Knowledge (geography) +30, Knowledge (nature) +25, Listen +51, Search +51, Sense Motive +34, Spot +51, Survival +5 (+7 following tracks), Use Magic Device +32
Feats: Blind-Fight, Combat Expertise, Improved Critical (tentacle), Improved Initiative, Improved Trip, Iron Will, Improved Natural Armor (x7), Power Attack
Environment: Abyssal Ocean
Organization: Solitary
Challenge Rating: 20
Treasure: Triple standard
Alignment: any evil
Advancement: 21-32 HD (Gargantuan); 33-60 HD (Colossal)
Level Adjustment: —
Improved Grab (Ex)
To use this ability, the kraken must hit with an arm or tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.
Constrict (Ex)
A kraken deals automatic arm or tentacle damage with a successful grapple check.
Jet (Ex)
A kraken can jet backward once per round as a full-round action, at a speed of 280 feet. It must move in a straight line, but does not provoke attacks of opportunity while jetting.
Ink Cloud (Ex)
A kraken can emit a cloud of jet-black ink in an 80-foot spread once per minute as a free action. The cloud provides total concealment, which the kraken normally uses to escape a fight that is going badly. Creatures within the cloud are considered to be in darkness.
Spell-Like Abilities
at-will-deeper darkness, bestow curse, contagion, control weather, control winds, resist energy
3/day-dominate animal (DC 27 Will negates), insanity (DC 22 Will negates)
1/day— unholy aura (DC 23 Fort. or 1d6 strength damage when hit).
Caster level 17th. The save DC is Charisma-based.
Posted in 3rd edition Dungeons & Dragons / d20 fantasy / Pathfinder, Creature and tagged aquatic subtype, evil subtype, magical beast by Adam A. Thompson with no comments yet.
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