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.