3e SRD:Kraken

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Size/Type: Gargantuan Magical Beast (Aquatic)
Hit Dice: 20d10+180 (290 hp)
Initiative: +4 (Improved Initiative)
Speed: Swim 20 ft.
AC: 20 (-4 size, +14 natural)
Attacks: 2 tentacle rakes +28 melee, 6 arms +23 melee, bite +23 melee
Damage: Tentacle rake 2d8+12, arm 1d6+6, bite 4d6+6
Face/Reach: 20 ft. by 40 ft./10 ft. (100 ft. with tentacle)
Special Attacks: Improved grab, constrict 2d8+12 or 1d6+6
Special Qualities: Jet, ink cloud, spell-like abilities
Saves: Fort +21, Ref +12, Will +13
Abilities: Str 34, Dex 10, Con 29, Int 21, Wis 20, Cha 10
Skills: Concentration +19, Knowledge (geography) +10, Knowledge (nature) +10, Listen +15, Search +15, Spot +15
Feats: Alertness, Blind-Fight, Expertise, Improved Critical (tentacle), Improved Initiative, Improved Trip, Iron Will
Climate/Terrain: Any aquatic
Organization: Solitary
Challenge Rating: 12
Treasure: Triple standard
Alignment: Always neutral evil
Advancement: 21-32 HD (Gargantuan); 33-60 HD (Colossal)

Krakens speak Common and Aquan.


Krakens strike their opponents with their barbed tentacles, then grab and crush with their arms or drag victims into their huge jaws.

Improved Grab (Ex): To use this ability, the kraken must hit an opponent of up to Huge size with an arm or tentacle attack. If it gets a hold, it can constrict.

Constrict (Ex): A kraken deals automatic arm or tentacle damage with a successful grapple check against Huge or smaller creatures.

Jet (Ex): A kraken can jet backward once per round as a double move action, at a speed of 280 feet.

Ink Cloud (Ex): A kraken can emit a cloud of jet-black ink 80 feet high by 80 feet wide by 120 feet long once per minute as a free action. The cloud provides total concealment, which the kraken normally uses to escape a losing fight. Creatures within the cloud suffer the effects of total darkness.

Spell-Like Abilities: 1/day- control weather, control winds, dominate animal, and resist elements. These abilities are as the spells cast by a 9th-level druid (save DC 15 + spell level).

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