KrakenCR 12

Usually NE Gargantuan Magical Beast (Aquatic)

Init +4; Senses darkvision 60 ft., low-light vision; Listen +30, Spot +30

Languages Common, Aquan

AC 20, touch 6, flat-footed 20
(−4 size, +14 natural)

hp 290 (20 HD)

Fort +21, Ref +12, Will +13

Speed swim 20 ft.

Melee 2 tentacles +28 (2d8+12/19-20) and 6 arms +23 (1d6+6) and bite +23 (4d6+6)

Space 20 ft.; Reach 15 ft. (30 ft. with arm, 60 ft. with tentacle)

Base Atk +20; Grp +44

Atk Options Blind-Fight, Combat Expertise, Improved Trip, improved grab, constrict 2d8+12 or 1d6+6

Special Actions ink cloud, jet

Spell-like Abilities (CL 9):

1/day—control weather, control winds, dominate animal (DC 18), resist energy

The save DCs are Charisma-based

Abilities Str 34, Dex 10, Con 29, Int 21, Wis 20, Cha 20

Feats Alertness, Blind-Fight, Combat Expertise, Improved Critical (tentacle), Improved Initiative, Improved Trip, Iron Will

Skills Concentration +21, Diplomacy +7, Hide +0, Intimidate +16, Knowledge (geography) +17, Knowledge (nature) +16, Listen +30, Search +28, Sense Motive +17, Spot +30, Survival +5 (+7 following tracks), Swim +20, Use Magic Device +16

Advancement 21-32 HD (Gargantuan); 33-60 HD (Colossal)

Constrict (Ex) A kraken deals automatic arm or tentacle damage with a successful grapple check.

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.

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.

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.

Skills A kraken has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.