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 Sunset Beach Beastiary

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Dungeon Master

Number of posts : 35
Registration date : 2008-02-24

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PostSubject: Sunset Beach Beastiary   Sun Mar 02, 2008 10:39 pm

Gargantuan Magical Beast (Aquatic)
Hit Dice: 20d10+180 (380 hp)
Initiative: +4
Speed: Swim 20 ft. (4 squares)
Armor Class: 20 (–4 size, +14 natural), touch 6, flat-footed 20
Base Attack/Grapple: +20/+44
Attack: Tentacle +28 melee (2d8+12/19–20)
Full Attack: 2 tentacles +28 melee (2d8+12/19–20) and 6 arms
+23 melee (1d6+6) and bite +23 melee (4d6+6)
Space/Reach: 20 ft./15 ft. (60 ft. with tentacle, 30 ft. with arm)
Special Attacks: Improved grab, constrict 2d8+12 or 1d6+6
Special Qualities: Darkvision 60 ft., ink cloud, jet, low-light
vision, spell-like abilities
Saves: Fort +21, Ref +12, Will +13
Abilities: Str 34, Dex 10, Con
29, Int 21, Wis 20, Cha 20
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
Feats: Alertness, Blind-Fight, Expertise, Improved Critical
(tentacle), Improved Initiative, Improved Trip, Iron Will
Environment: Temperate aquatic
Organization: Solitary
Challenge Rating: 12
Treasure: Triple standard
Alignment: Usually neutral evil
Advancement: 21–32 HD (Gargantuan); 33–60 HD (Colossal)
Level Adjustment: —
This creature resembles an immense squid, with a streamlined body, two
staring eyes, and a mass of tentacles. Its body is approximately 30 feet
long and protected by layers of thick muscle.
Aggressive, cruel, and highly intelligent, krakens rule entire undersea
regions. Though these behemoths are rarely seen on the
surface, stories tell of ships dragged under and islands scoured of
life by these monsters.
Krakens make their lairs thousands of feet below the ocean surface.
They frequently inhabit huge cavern complexes that include
sections filled with breathable air, where they imprison and breed
humanoid slaves to serve and feed them.
Six of the beast’s tentacles are shorter arms about 30 feet long;
the remaining two are nearly 60 feet long and covered with barbs.
Its beaklike mouth is located where the tentacles meet the lower
portion of its body.
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. An opponent can make sunder attempts against a kraken’s
tentacles or arms as if they were weapons. A kraken’s tentacles
have 20 hit points, and its arms have 10 hit points. If a kraken is
currently grappling a target with one tentacle or arm, it usually uses another limb to make its attack of opportunity
against the sunder attempt. Severing a kraken’s tentacle or arm deals damage to the kraken equal to half the limb’s full normal hit points. A kraken usually withdraws
from combat if it loses both tentacles or three of its
arms. A kraken regrows severed limbs in 1d10+10 days.
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 fullround
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: 1/day—control weather, control winds, dominate
animal (DC 18), resist energy. Caster level 9th. The save DC is
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.
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