Kraken

Kraken
Level 19 (+8)
"People think I actually talked to the great leviathan. Suits me fine, makes them think I have magic powers or something. Truth is, as it started crushing my ship, ready to drag her down with it, I just started throwing all my treasure overboard. I saw it wasn’t eating us, you see. It wanted something else. Fealty. And it got it."
——Gandhallow Gildbeard, Dwarven Pirate Captain
Its massive, rubbery hide is of a deep blue, almost black, hue that blends in with the ocean, streaks of a deep green reaching from the body to the tips of its thick tentacles. It has two large, alien eyes of a deep red that constantly scan its environment, gathering information. Krakens are masters of the ocean, and expert tacticians, able to manipulate the sea to suck in large prey or destroy it outright. Should that fail, the beast can simply destroy most opposition with the power of its massive, bulky tentacles. The creature is sinister, possessed of an unnatural intelligence not usually found in animals, and often tricks large vessels holding valuable cargo into massive tidal waves or whirlpools that it manipulates.
Awareness
27
Senses
Darkvision, Scent
Initiative
26/1d8
Max HP
685
Resilience: +8
Healing Value: 137
Morale
4
Defenses
AC
27/35
Touch
22
Fort
25
Reflex
27
Will
23
Resistances: Lightning (50%), Cold (50%), Daze Resist (4)
Vulnerabilities:
Attributes / Saving Throws
STR
34 / 46
DEX
11 / 23
CON
29 / 41
INT
21 / 30
WIS
20 / 29
CHA
20 / 29
Saving Throw Modifiers:
Actions
Movement Modes
Shift 5ft / 2
Swim 50ft / 3
Jet* 180ft / 5
At-Will
+22 vs AC (Crit 17%/28)
Tentacle
2d10+16 Bludgeoning damage (ArN 5)
REC 2, Reach 30ft
On a hit, make an opposed Grapple check (+32 vs Grapple) to Grab the target. Additionally, a target that is already Grabbed is automatically hit by this attack.
2d10+16 Bludgeoning damage
Grapple +32
Special Actions
Constrict
Automatic Action
Make a Tentacle attack on up to 3 creatures within reach. If the Kraken is fighting 6 or more creatures, target one additional creature. (Advanced)
Kraken Actions
On each turn, roll 1d10 to determine the actions available to the Kraken.

Any result:
Basic Attack: Make a Tentacle attack. (Basic)
Writhing Tentacles [REC 4]: Make a tentacle attack on up to 3 different creatures. (Basic)
Chomp [REC 3]: Make a Grapple check on a creature the Kraken has Grabbed, (+32 vs Grapple). On a successful check, the target suffers 4d10+32 Chopping damage from a brutal bite. (Basic)

3 or more, choose one of the following:
Ink Cloud [REC 4]: Creates an area of thick ink in a 100ft cone underwater that provides Total Concealment to all creatures within it and blocks Line of Sight for 1d4 rounds (the Kraken can still identify the location of targets with Scent). (Basic)
Call Lightning [REC 4]: The Kraken calls down a bolt of lightning from the heavens. Target one creature within 500ft, +20 vs Reflex. On a hit, the target suffers 3d10+25 Lightning damage. (Basic, Pot 1d6+7, MR Yes)

5 or more, choose one of the following:
Tentacle Flurry [REC 4]: Make two tentacles attacks on the same or different creatures. On a hit, deal +2d10 damage. (Advanced)
Tidal Wave [REC 6]: Target all creatures in 100ft cone, +20 vs Reflex. On a hit, targets suffer 4d10+60 Bludgeoning damage and are Pushed to the edge of the cone (and knocked Prone if on a solid surface). On a miss, targets suffer half damage. Additionally, ships or similar structures are subject to attack, Demolition +27 vs Durability. (Advanced)

7 or more, choose one of the following:
Whirlpool [REC 10]: Targets all creatures and objects in water within 250ft, +20 vs Fortitude. On a hit, creatures are pulled beneath the surface of the water, suffering 6d10+100 Bludgeoning damage and captured by an underwater current [SE, ST 6d10 vs STR]. While in the current, the target is Restrained and Drowning. Additionally, Structures in the area area subject to attack, Demolition +27 vs Durability. (Legendary)
Call Lightning Storm [REC 6]: The Kraken summons forth a lightning storm. Target all creatures within 100ft, +20 vs Reflex. On a hit, targets suffer 4d10+60 Lightning damage. On a miss, targets suffer half damage. The storm persists, causing a Heavy Rainstorm and a Heavy Windstorm for the next phase. (Legendary, Pot 2d8+7, MR Yes)
Overland Movement
50 mi/day
Qualities
  • Legendary Creature: A Legendary Creature gains a +1 racial bonus to Morale and a +5 racial bonus to all Saving Throws. Also, the Legendary Creature does not lose the ability to use its "Automatic Actions" unless it is killed or rendered Unconscious.
  • Jet: The Kraken may move backward 280ft in a straight line, with a quick burst of movement. This movement is so quick, it does not provoke an Opportunity.
  • Natural Grappler: The Kraken does not provoke an Opportunity when it attempts to Grab an opponent and does not suffer penalties when Grabbed by a creature of Large size or smaller (i.e. does not grant advantage and its actions cannot be prevented). Additionally, the Kraken may grab creatures with each of its 8 tentacles independently, though it requires two for Large creatures, four for Huge creatures, and all eight for Gargantuan or larger creatures.
  • Camoflauge: In its natural environment, the Kraken blends in to the ocean floor and gains a +8 bonus to Stealth checks when viewed from above (inc)
  • Natural Swimmer: Gains a +8 Racial bonus to Swim. (inc)
  • Kraken Resistance: Resistance to Lightning and Cold damage. Additionally, gain Daze Resist (4) (inc)
  • Natural Armor: AC +5/+13, REF +3 (inc)
Skills: Rank 3 Escape [+9], Rank 6 Stealth [+8], Rank 7 Swim [+32], Rank 5 Investigate [+15], Rank 2 Listen [+9], Rank 5 Spot [+15], Rank 5 Scent [+15], Rank 7 Hunting [+16], Rank 4 Orienteering [+13], Rank 4 Survival [+15], Rank 4 Investigate [+8], Rank 6 Coercion [+22], Rank 3 Deception [+11], Rank 2 Manipulation [+9], Rank 2 Persuasion [+9], Rank 6 Bravery [+19], Rank 5 Intuition [+15], Rank 3 Suspicion [+11]
Feats: Fast Initiative, Big Crit, Heavy Hitter [2], Tough, Improved Attack [2]
Philosophies: Rank 4 Mental, Rank 7 Physical
Combat Training: Melee 5, Parry 4, Fort 2, Reflex 3, Will 3
Wits: {{{Wits}}}, Brawn: {{{Brawn}}}
Equipment: None
Social
Languages: Common, Primal
Composure: 27
Charm
+5
Coercion
+22
Deception
+11
Manipulation
+9
Persuasion
+9
Aloofness
+5
Bravery
+19
Intuition
+15
Tolerance
+4
Suspicion
+11
Prejudices:
    Motives: