KRAKEN

FREQUENCY: Very rare ([Cold Saltwater Surface], [Cold Saltwater Depths])
FREQUENCY: Very rare ([Temperate Saltwater Surface], [Temperate Saltwater Depths])
FREQUENCY: Very rare ([Tropical Saltwater Surface], [Tropical Saltwater Depths])

NO. APPEARING: 1
ARMOR CLASS: 5/0 <(body=0.nac0)>, <(tentacles=6, head.exposed=6)> <6 or 5>
MOVE: // 3" (<backward jet>: 21")
HIT DICE: 20
% IN LAIR: 75%
TREASURE TYPE: [G], [R], [S]
NO. OF ATTACKS: 2 and 4-6 and <a possible> 1
    <
    DAMAGE/ATTACK: 2-12 (x 2 barb-covered tentacles),
    DAMAGE/ATTACK: 2-8 + constriction (x 4-6 other tentacles),
    DAMAGE/ATTACK: 5-20 (1 huge beak).
    >
SPECIAL ATTACKS: [SB]
SPECIAL DEFENSES: [SB]
MAGIC RESISTANCE: Standard
INTELLIGENCE: Genius +
ALIGNMENT: Neutral evil
SIZE: L
LEVEL/X.P. VALUE: X | 16,900 + 30

The kraken are a race of air-&& water-breathing squid-like creatures who dwell in the dark depths of the ocean.
It is said that at one time these monsters were smaller,
lived in shallow coastal waters,
and had human worshippers who served them and brought them sacrifices.
Some upheaval in nature--and possibly a battle with the Good forces--caused the surviving monsters to retreat to the depths.
There,
although their # dwindled to a mere handful,
the survivors grew huge && powerful.
They now seek to kill any good creatures and devour all small life. <TP = 1. S G creatures, 2. M&L G creatures, 3. S creatures, 4. sperm whales, etc. >
Kraken are aggressive hunters. <encounter=attack>
They will battle even large sperm whales and usually win.

Tentacles are AC6, as is the exposed head. <^>
The body is protected by a shell of great thickness and durability and has an armor class of 0.

Backward jetting movement is at 21" and swimming at 3".

Attack is with a pair of barb-covered tentacles,
4-6 other striking tentacles,
and a possible bite with a huge beak.
At least 2 of the 10 tentacles will be used to anchor the kraken or for mobilization.
The barbed tentacles rake and draw prey to the beaked mouth.

Constriction: The others, if they hit, then wrap and constrict the prey,
causing 3-12 points of damage on the 2nd and each subsequent round.
To escape this constriction,
the tentacle must be severed (16 points of damage from sharp weapons).
(See "Squid, Giant" for details of how tentacle hits impair victims.)
<
    A creature grabbed by a giant squid is 25% likely to have both upper members pinned,
        50% likely to have one pinned,
        and 25% likely to have both free.
        If both upper members are pinned, the victim is totally unable to attack with them,
        if one is held the victim will attack at -3,
        and if both upper members are free the squid's opponent attacks at only -1 on "to hit" dice rolls.
>

If 4 or more tentacles grasp prey while the kraken is taking damage,
the monster will slip away to the depths,
carrying the hapless victims to its den in a submarine cavern at least 1000 feet beneath the surface.
If 3 or more of a kraken's tentacles are severed,
the creature will immediately retreat.
Its ink cloud is 8" x 8" x 12" long,
and the substance is poisonous for 2-5 rounds until diluted by the water.
Creatures within the sepia ink cloud will suffer 1-4 points of damage per round of exposure.
In the meantime,
the kraken will jet backward to its lair.

A kraken will attack ships in order to drag them down.
Being at least 10% larger than the largest giant squid,
a kraken can drag vessels of 60-foot length beneath the water.
Larger ships will be dragged to halt in 10 rounds.
If,
during the attack,
the kraken is able to maintain a constricting grasp  with 6 or more of its tentacles for 3 consecutive rounds,
the vessel will suffer damage as if rammed.
It will then take water,
and within 2-8 rounds the ship will be subject to being dragged down by the kraken because of lost bouyancy.

Kraken have the innate power to cause airy water in a sphere (128 feet across) or hemisphere 6 times as large as usual (240 feet across).
Such a condition lasts for a full day.
They can also employ the following spell-like powers,
1 at a time,
at will:
faerie fire for 8 hours,
control temperature within a 40-foot radius for 1 day, <lnk>
[control winds] once per day,
[weather summoning] once per day,
and animal (fish) summoning III 3 times per day. <link>
(Fish summoning brings them to the AREA but does not control them.)

It is rumoured that some kraken maintain complexes <complices> of caverns wherein they keep and breed human slaves to serve and feed them.
These undersea dungeons are stocked when the krakens use wind and weather to bring vessels to the AREA.
Such lairs will be 50% likely to contain treasure of type A as well as that indicated.