Saga of the Northlands
A kraken is a massive squid with barbed tentacles, mottled coloration, and a keen intelligence. Different varieties of kraken with varying temperaments and qualities exist in different parts of the world. They range from the curious and reclusive green and brown Nordvegian kraken, a peaceful beast the size of a small island, to the feral and bloated blue and yellow Mediterranean kraken, a beast with powerful magic that cannot be reasoned with, but all are the apex predators of the region of the seas that they call their own.
|Hit Dice:||11d10+99 (209 hp)|
|Speed:||20 feet (4 hexes), swim 45 feet (9 hexes)|
|Armor Class:||20 (-4 size, +14 natural armor), touch 6, flat-footed 20; tentacles AC 18|
|Attack:||Bite +24 melee (4d6+25) or tentacle +24 melee (4d6+17/19-20)|
|Full Attack:||Bite +23/+23 melee or 6 tentacles +23/+23/+23/+23/+23/+23 melee|
|Space/Reach:||4 hexes wide/4 hexes (8 hexes with tentacles|
|Special Attacks:||Becalm, Constrict (1d6+17), Improved Grab (Tentacle), Jet|
|Special Qualities:||Aquatic Allies, Darkvision, Large and In Charge, Low-Light Vision, Regeneration 5|
|Saves:||Fort +16, Ref +7, Will +5|
|Abilities:||Str 45, Dex 10, Con 28, Int 14, Wis 15, Cha 18|
|Skills:||Climb +31, Handle Animal +18, Listen +16, Search +16, Sense Motive +18, Spot +16, Survival +16, Swim +39|
|Proficiencies:||Basic Heavy Armor, Basic Scale, Expert Nature, Expert Near Worlds, Master Ocean|
|Feats:||Improved Bull Rush, Improved Critical (Tentacle), Improved Grapple, Improved Multiattack, Improved Sunder, Multiattack|
|Salvage:||8700 sp Consumables, 7050 sp Curiosities|
Of all the kraken varieties found near Norse lands, the sleek Atlantic kraken, a blue and red variety which lives deep in the warmer waters of the Atlantic Ocean, is considered the most dangerous of them all to the average sailor. This isn’t because they are the largest or the most fearsome, but because they are fiercely territorial and consider large stretches of the open Atlantic Ocean their territory.
Krakens can understand languages belonging to regions bordering the Atlantic (Anglo-Saxon, Celtic, Greenlandish, Frankish, and Norse) at an Expert level, but do not speak.
The Atlantic kraken will attack any unknown creature that enters its territory, no matter how large or dangerous. When attacking creatures underwater, it prefers to ram creatures at great speed, stunning them to leave them easy pickings for its tentacles. When attacking ships or creatures on the surface It prefers to rise up from below and extend its tentacles all around them in a pattern that appears to leave an opening for escape, the easier to guide them into a trap.
While it is obsessively territorial, an Atlantic kraken is not stupid. If a certain prey escapes a kraken by wounding it enough to let them get away, the kraken will tend to leave them alone in the future. Krakens have very sensitive senses of touch with their tentacles, and more than one surviving ship’s crew has seen a kraken move in to the attack, feel their ship’s hull, and then leave them alone for easier prey.
Aquatic Allies (Sp): Once per day, a kraken can summon one giant squid or three giant octopuses as if using a beckon nature’s allies effect with a caster level equal to its hit dice. It is loath to do so unless in danger for its life, however, since once beckoned the creatures tend to remain in the kraken’s territory once the spell is done.
Becalm (Sp): Three times per day, a kraken can generate an effect similar to control weather with a caster level equal to its hit dice, except that the effect covers a single six-mile hex, the effect dissipates if the kraken leaves the area, and it may only choose to fill the area with dark clouds that block out the sun and reduce wind speed to zero. Additionally, the speed of any creatures moving through the water (such as aquatic creatures or rowed ships) is halved while in the area.
Jet: A kraken can jet backward once per round at ten times its swim speed (normally 225 feet) as a full-round action. It must move in a straight line, but does not provoke attacks of opportunity while jetting.
A kraken can instead jet backwards to enhance a charge attack against a submerged creature. It makes a charge attack as normal, including the -10 penalty for attacking into one’s rear flanks, but if it hits it automatically threatens a critical hit and the creature must make a Fortitude save (DC 32) or be stunned for 1d4+1 rounds; the save DC is Strength-based. After using its jet ability in this way, the kraken cannot jet again in either manner for 1 minute.
Large and In Charge: Krakens ignore difficult terrain and can move freely through enemy spaces (though they provoke attacks of opportunity for doing so).
Regeneration: Cold and iron weapons deal normal damage to a kraken. A kraken regenerates only when fully immersed in water. If a kraken loses a tentacle, the lost tentacle regrows in 2d4 days; it cannot reattach the tentacle by holding it back to the stump.
Tentacle Sweep: A kraken can make an area attack with its tentacles against creatures up to one size category smaller than it, and when it does so it treats all of its faces as its front faces.
The salvage values listed above are for salvaging the entire kraken. A single one of its 10 tentacles is worth 435 sp Consumables and 352 sp Curiosities each, and the main body of the kraken is worth 4,350 sp Consumables and 3,525 sp Curiosities.
Consumables: Kraken meat is very tough and fishy, so while it will actually keep for quite some time it definitely tastes foul after just a few days.
Curiosities: The barbs from a kraken’s tentacles can be carved into daggers, spear heads, and similar small bladed weapons. The kraken’s rubbery skin can be cured and fashioned into particularly tough covering for a ship’s hull that resists fire and deters aquatic predators.