TEXT: Exotic Encounters:
  Krakens
  Alex Riggs, Joshua Zaback
  
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  version 1.0a, Section 1(E), and are not Open Content: All trademarks, registered trademarks, proper names (characters, 
  deities, etc) dialogue, plot, storylines, location, characters and trade dress.
  Artwork: All art in this book, besides the Necromancers of the Northwest logo, is either in the public domain, or is used 
  under a creative commons license or another license of some kind. Necromancers of the Northwest claims no copyright 
  or ownership over any art other than the Necromancers of the Northwest logo and the Exotic Encounters logo. 
  Open Game Content: Except for material designated as Product Identity or Artwork (see above), the game mechanics 
  of this Necromancers of the Northwest game product are Open Game Content, as defined in the Open Game License 
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  without written permission.
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, 
  LLC. See http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Publishing, 
  LLC does not guarantee compatibility, and does not endorse this product.
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  compatibility license.
  Designers
  Alex Riggs, Joshua Zaback
  Credits
  Necromancers of the Northwest, LLC
  8123 236th St SW, Unit 102
  Edmonds, WA, 98026
  www.necromancers-online.com
  Editor
  Rosa Gibbons
  
  2
  Introduction
   
  The Pathfinder Bestiary, and the long line of 
  monstrous encyclopedia that came before it, do a great 
  job of attacking the problem of providing game statistics 
  and mechanical information for a very wide variety of 
  creatures. There are a lot of strange creatures from fantasy 
  novels and movies, from ancient mythology, and, as time 
  went on, from the twisted minds of game designers and 
  even GMs, for that matter. Anyone today who tried to go 
  about creating an extensive bestiary of all the different 
  cool and interesting fantasy monsters could fill three or 
  four volumes with three hundred monsters each, and still 
  have a long way left to go, with fans crying out for various 
  “forgotten” monsters to get some attention. That kind of 
  breadth doesn’t leave a whole lot of room for depth, and 
  that’s where Exotic Encounters comes in.
   
  There are all kinds of reasons why you might 
  not want to use a monster stat-block straight from the 
  core rules. For one thing, if your players have a habit of 
  browsing through such books, or are long-time veterans 
  who know the basic ins and outs of most fantasy staples, 
  you may need an unusual stat-block just to throw them a 
  curve ball and teach them that they can’t count on their 
  out of character knowledge to take all the mystery out of 
  the game. Alternatively, many GMs can recall a time when 
  they wanted to make use of a certain monster in their 
  game, only to find that it was a few CRs too high or low for 
  what they had in mind.
   
  Exotic Encounters takes a single, iconic monster, 
  and creates three new variants on that theme. These 
  variants aren’t simple tweaks, and are more than simply 
  advancing or removing Hit Dice, though that occurs 
  as well. Each of these three variations on the monster’s 
  theme has a specific, flavorful goal in mind, and a role to 
  play, and their statistics entries are gently massaged in 
  order to make them fit those roles. Further, each of these 
  variants comes with brand new specially-crafted special 
  abilities, which are unique to Exotic Encounters and not 
  found anywhere else.
   
  This particular installment of Exotic Encounters 
  focuses on the kraken. These oceanic titans are staples 
  of oceanic fantasy (and science fiction), and it seems a 
  wonder that any ship can cross the ocean without being 
  downed by one of these great squids. In the transition 
  from 3.5 OGL to Pathfinder, the mighty kraken got much 
  mightier, skyrocketing its CR up into a realm where few 
  players are likely to reach. As a result, all of the krakens 
  in this book attempt to create meaningful encounters 
  with evil squids that can be fairly attempted by characters 
  who aren’t nearly at their peak already. The first of these 
  is the barbed kraken (CR 8), a smaller kraken that 
  lacks the size, shipwrecking capacity, and magical talent 
  of the standard kraken, but which has poisonous and 
  debilitating barbs on its long arms, and a maddening glare 
  fitting for a monster of the deep. The seaquake kraken 
  (CR 13) specializes in creating giant vortices in the water, 
  which it uses to sink ships and devour their crews. Finally, 
  the dominator kraken (CR 15) is even more intelligent 
  than its kin, and can project a telepathic field that allows it 
  to control each and every creature within range.
  
  3
  Barbed Kraken
   
  The creature before you resembles a giant squid. 
  Its bulbous, glaring eye is larger than your head, and its two 
  incredibly long arms, which stretch out far past its many 
  lesser tentacles, end in a forest of jagged barbs as long as your 
  arm.
  KRAKEN, BARBED 
   
   
                           CR 8
  XP 4,800
  NE Huge magical beast (aquatic)
  Init +4; Senses darkvision 120 ft., low-light vision; 
  Perception +18
  DEFENSE
  AC 18, touch 8, flat-footed 18 (+10 natural, -2 size)
  hp 105 (10d10+50)
  Fort +12, Ref +7, Will +8
  Resist cold 10
  OFFENSE
  Speed 10 ft., swim 40 ft., jet 280 ft.
  Melee 2 arms +12 (1d6+4 plus barbs), 8 tentacles +10 (1d4+2 
  plus grab), bite +12 (2d4+4)
  Space 15 ft.; Reach 15 ft. (40 ft. with arm, 30 ft. with tentacle)
  Special Attacks burst of ink, constrict (tentacles, 1d4+2), eye 
  of malice
  STATISTICS
  Str 18, Dex 10, Con 21, Int 17, Wis 20, Cha 15
  Base Atk +10; CMB +16 (+20 grapple); CMD 26 (can’t be 
  tripped)
  Feats Blind-Fight, Cleave, Improved Initiative, Multiattack, 
  Power Attack
  Skills Intimidate +12, Perception +18, Stealth +5, Survival +15, 
  Swim +31
  Languages Aquan, Common
  SQ tenacious grapple
  ECOLOGY
  Environment any ocean
  Organization solitary
  Treasure standard
  SPECIAL ABILITIES
   
  Barbs (Ex): A barbed kraken’s arms are covered in 
  two-foot long poisonous spines, which pump the barbed 
  kraken’s poison into a victim’s body, and break off in the 
  target when he is struck. Any creature damaged by a barbed 
  kraken’s arms has 1d3-1 barbs embedded in his flesh. A 
  creature with one or more barbs embedded in its body suffers 
  a penalty to attack rolls and AC equal to the number of barbs 
  embedded in it, to a maximum penalty of -5. Additionally, at 
  the beginning of each round in which a creature has one or 
  more barbs embedded in it, that creature must succeed on a 
  Fortitude save (DC 15 + 2 per barb embedded in the creature, 
  to a maximum DC of 25) or be sickened for 1 round, as the 
  barbs inject their venom. A creature can remove up to two 
  barbs from itself or an adjacent creature as a move action, 
  but doing so without succeeding on a DC 20 Heal check (a 
  free action made as part of removing the barbs) inflicts an 
  additional 1d4 points of damage.
   
  Burst of Ink (Ex): A barbed kraken can emit a cloud 
  of black, venomous ink in a 60-foot cone once every 1d4 
  rounds as a free action while underwater. This cloud provides 
  concealment to creatures that are separated by at least 5 
  feet of the ink, and provides total concealment to creatures 
  that are separated by at least 20 feet of the ink. In addition, 
  the ink is toxic, functioning as a contact poison against all 
  creatures caught within it.  The ink cloud persists for 1d4 
  rounds before dispersing. The save DC against the poison 
  effect is Constitution-based.
   
  Barbed Kraken Ink: Ink cloud—contact; save Fort DC 
  20; frequency 1/round for 6 rounds; effect 1d2 Str damage and 
  1d2 Dex damage; cure 2 consecutive saves.
   
  Eye of Malice (Su): A barbed kraken’s glare is 
  capable of driving those it turns its dark gaze upon into fits 
  of hysteria. As a standard action, the barbed kraken can glare 
  at a single creature within 60 feet that can see it. The target 
  must succeed on a Will save (DC 17) or be confused for 1d4 
  rounds. This is a mind-affecting compulsion effect, and can 
  be avoided by the same methods that a character can avoid a 
  standard gaze attack, such as averting his eyes or wearing a 
  blindfold. The saving throw DC is Charisma-based.
   
  Jet (Ex): A barbed kraken can jet backward 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.
   
  Tenacious Grapple (Ex): A barbed kraken does not 
  gain the grappled condition if it grapples a foe with its arms 
  or tentacles.
  Ecology
   
  These creatures are often mistaken for young or 
  juvenile krakens by fishermen and other sailors who don’t 
  know any better, but sages have determined that they are 
  actually a separate breed altogether, and while they are 
  distantly related to their larger and much more powerful 
  cousins, they possess a number of key differences.
   
  Barbed krakens lack the magical talent and raw size 
  of standard krakens, and are not as adept at destroying ships, 
  but they make up for these drawbacks largely by maturing 
  quickly and propagating rapidly, and most sages estimate 
  that, were a census of the ocean depths possible, barbed 
  krakens would outnumber their larger cousins at least 5 to 
  1. They are less commonly seen by sailors, however, because 
  they do not prey on ships nearly as often as their larger kin 
  do. Instead, they spend most of their time battling other 
  underwater denizens for territory. Though they mostly try 
  to avoid true krakens, they tend to be bitter enemies of the 
  aboleths, and spend much of their time warring with these 
  creatures for food, territory, and slaves.
  
  4
  Seaquake Kraken
   
  You notice a faint shimmering on the ocean floor 
  below you, and then, suddenly, there is a great rushing of 
  water as a massive vortex forms around you, and the current 
  rushes you downwards, towards the waiting maw of what 
  appears to be an enormous octopus, which seems to be slowly 
  fading into being in the spot that you saw the shimmer before.
  KRAKEN, SEAQUAKE  
   
                          CR 13
  XP 25,600
  NE Gargantuan magical beast (aquatic)
  Init +4; Senses darkvision 120 ft., low-light vision; 
  Perception +21
  DEFENSE
  AC 28, touch 6, flat-footed 28 (+22 natural, -4 size)
  hp 188 (13d10+117)
  Fort +17, Ref +8, Will +9
  Resist cold 10
  Weaknesses vulnerability to electricity
  OFFENSE
  Speed 10 ft., swim 40 ft.
  Melee 8 tentacles +12 (1d8+2 plus grab), bite +14 (2d6+5 plus 
  grab)
  Space 20 ft.; Reach 5 ft. (40 ft. with tentacle)
  Special Attacks ink cloud, rend ship, swallow whole (10d6 
  acid damage, AC 21, 18 hp)
  Spell-Like Abilities (CL 13th)
       At Will—shatter (DC 17)
       1/day—control water, disintegrate (DC 21), telekinesis (DC 
  20)
  STATISTICS
  Str 20, Dex 10, Con 29, Int 21, Wis 20, Cha 21
  Base Atk +13; CMB +22 (+26 grapple); CMD 32 (can’t be 
  tripped)
  Feats Blind-Fight, Cleave, Combat Expertise, Improved 
  Initiative, Improved Trip, Multiattack, Power Attack
  Skills Intimidate +18, Knowledge (geography) +18, 
  Knowledge (nature) +18, Perception +21, Stealth +4, Swim 
  +34, Use Magic Device +18
  Languages Aquan, Common
  SQ tenacious grapple
  ECOLOGY
  Environment any ocean
  Organization solitary
  Treasure triple
  SPECIAL ABILITIES
  	
  Camouflage	(Ex):	A seaquake kraken can change 
  the color of its skin at will, allowing it to blend in with its 
  environment and lay a deadly ambush. As a standard action, 
  a seaquake kraken can gain a +40 bonus on Stealth checks. 
  This bonus lasts indefinitely, but only as long as the seaquake 
  kraken does not move. Once the seaquake kraken moves, the 
  bonus is reduced to +10, and lasts for 1 round before fading 
  entirely.
   
  Tenacious Grapple (Ex): A seaquake kraken does 
  not gain the grappled condition if it grapples a foe with its 
  arms or tentacles.
   
  Vortex (Su): A seaquake kraken can create a massive 
  vortex which sucks its prey down through the rushing water 
  and into its waiting maw. The base of the vortex forms at the 
  seaquake kraken’s mouth, and is 5 feet wide. The height of 
  the vortex, and the width at the top, are always the same, and 
  are either 80 feet or the distance from the seaquake kraken 
  to the surface of the water, whichever is less. Creatures that 
  enter the area of the vortex or begin their turn within it 
  must succeed on a Swim check (DC 32) or suffer 10d6 points 
  of damage and be swept along by the vortex, moving 5 feet 
  towards the seaquake kraken’s mouth for every 5 points by 
  which they fail to meet the DC. Ships that enter the area 
  of the vortex or begin their turn within it must succeed on 
  a Profession (sailor) check (DC 32) made by the pilot or 
  captain, or suffer the same consequences.
   
  Further, creatures and ships in the area cannot move 
  away from the seaquake kraken’s mouth unless they succeed 
  on a Swim check (DC 42) for each such attempt. If a creature 
  of Huge size or smaller moves adjacent to the seaquake 
  kraken’s mouth while the seaquake kraken is using this 
  ability, the seaquake kraken can make a combat maneuver 
  check to swallow the creature as an immediate action.
   
  The seaquake kraken must spend a full-round action 
  each round to maintain this ability, and can maintain it for 
  one minute, after which it must succeed on a Constitution 
  check (DC 10 + 5 per previous attempt) each round in order 
  to be able to continue using the ability. 
   
  Vulnerability to Electricity (Ex): A seaquake 
  kraken is vulnerable to electricity, and takes half again as 
  much (+50%) damage from attacks that deal electricity 
  damage. Additionally, whenever the seaquake kraken takes 
  at least 10 points of electricity damage, it must succeed on 
  a Fortitude save (DC 10 + the amount of electricity damage 
  dealt) or be stunned for 1 round.
  Ecology
   
  Seaquake krakens are not technically krakens, as 
  they are more octopuslike than squidlike, and like a kraken’s 
  long arms. They are also incapable of producing an ink cloud, 
  though they more than make up for these deficiencies with 
  their other abilities. Their name comes from their most 
  terrifying ability: the power to create a giant vortex. Seaquake 
  krakens prey primarily on the seagoing vessels of humanoids, 
  and will use their spell-like abilities to damage a ship’s hull, 
  then use its vortex to finish the job, if necessary, and suck up 
  the crew into its waiting maw.
  
  5
  Dominator Kraken
   
  The creature before you resembles a giant squid, though 
  its arms and tentacles seem somewhat short and underdeveloped, 
  its head is massive, and, looking closely, you can actually see 
  the creature’s head pulsing and throbbing even as you feel its 
  mind brush across yours, and you realize that this is a being of 
  enormous intellect.
  KRAKEN, DOMINATOR  
   
                           CR 15
  XP 51,200
  NE Gargantuan magical beast (aquatic)
  Init +4; Senses darkvision 120 ft., low-light vision; Perception 
  +24
  DEFENSE
  AC 26, touch 6, flat-footed 26 (+20 natural, -4 size)
  hp 216 (16d10+138)
  Fort +18, Ref +10, Will +10
  Immune cold, poison
  OFFENSE
  Speed 10 ft., swim 40 ft., jet 200 ft.
  Melee 2 arms +18 (2d6+6/19-20 plus grab), 8 tentacles +16 
  (1d8+3 plus grab), bite +22 (2d8+6)
  Space 20 ft.; Reach 20 ft. (40 ft. with arm, 20 ft. with tentacle)
  Special Attacks constrict (tentacles, 1d8+6), domination field, 
  psionic blast, ink cloud
  Spell-Like Abilities (CL 16th)
       At Will—detect thoughts (DC 19)
       3/day—demand (DC 25), insanity (DC 24)
       1/day—dominate monster (DC 26), power word stun
  STATISTICS
  Str 22, Dex 10, Con 27, Int 24, Wis 20, Cha 21
  Base Atk +16; CMB +26 (+30 grapple); CMD 36 (can’t be 
  tripped)
  Feats Blind-Fight, Cleave, Combat Expertise, Improved Critical 
  (arm), Improved Initiative, Improved Trip, Multiattack, Power 
  Attack
  Skills Bluff +21, Intimidate +21, Knowledge (arcana) +23, 
  Knowledge (geography) +23, Knowledge (nature) +23, 
  Perception +24, Stealth +7, Swim +34, Use Magic Device +21
  Languages Aquan, Common, telepathy 120 ft.
  SQ genius magic, tenacious grapple
  ECOLOGY
  Environment any ocean
  Organization solitary
  Treasure triple
  SPECIAL ABILITIES
   
  Domination Field (Su): As a full-round action, a 
  dominator kraken can produce a psychic field that allows it to 
  control nearby creatures like puppets. Each creature other than 
  the dominator kraken within 30 feet of the dominator kraken 
  must succeed on a Will save (DC 25) or be affected by this ability. 
  For each affected creature, the dominator kraken may have that 
  creature perform a full round’s worth of actions as a free action 
  during the dominator kraken’s turn. The dominator kraken 
  chooses what actions the affected creature takes, and can have 
  the creature do anything, including cast spells with a casting 
  time of 1 round or less, make attacks, move, etc. Creatures 
  affected this way are not considered helpless, however, so the 
  dominator kraken cannot have one affected creature perform a 
  coup de grace on another affected creature (unless the second 
  creature was already helpless). Any actions taken in this way 
  do not count against the number of actions that an affected 
  creature can take in a turn. Creatures that have been stunned 
  or confused by one of the dominator kraken’s abilities are able 
  to act normally for the purposes of this ability. This ability 
  only functions on creatures in water or other liquids, and the 
  dominator kraken must also be in water to use this ability. The 
  saving throw DC is Intelligence-based.
   
  Genius Magic: A dominator kraken uses its 
  Intelligence modifier, rather than its Charisma modifier, to 
  determine the saving throw DCs of its spell-like abilities.
   
  Ink Cloud (Ex): A dominator kraken can emit a 
  cloud of sickly-green, venomous ink in a 40-foot spread once 
  per minute as a free action while underwater. This cloud 
  provides total concealment to creatures within the affected 
  area, preventing even darkvision from functioning. In addition, 
  the ink is toxic, functioning as a contact poison against all 
  creatures caught within it.  The ink cloud persists for 1 minute 
  before dispersing. The save DC against the poison effect is 
  Constitution-based.
   
  Dominator Kraken Ink: Ink cloud—contact; save Fort 
  DC 26; frequency 1/round for 10 rounds; effect 1d2 Wis; cure 2 
  consecutive saves.
   
  Jet (Ex): A dominator kraken can jet backward as a full-
  round action, at a speed of 200 feet. It must move in a straight 
  line, but does not provoke attacks of opportunity while jetting.
   
  Psionic Blast (Su): As a standard action, a dominator 
  kraken can create a 60-ft. cone of psychic energy. Each creature 
  in the affected area suffers 4d6 points of damage that is not 
  subject to damage reduction, and are stunned for 1d2 rounds. A 
  successful Will save (DC 25) halves the damage and negates the 
  stunned condition. The dominator kraken can use this ability 
  once every 1d4 rounds.
   
  Tenacious Grapple (Ex): A dominator kraken does not 
  gain the grappled condition if it grapples a foe with its arms or 
  tentacles.
  Ecology
   
  Dominator krakens are physically weaker than their 
  better known cousins, but are nonetheless still terrifying 
  denizens of the deep, and more than make up for their lesser 
  stature with their incredible mental abilities. Dominator 
  krakens’ most fearsome ability, their domination field, actually 
  transmits the dominator kraken’s thought waves through the 
  water around it, creating an electrical field in the water that 
  allows it to reach and control the brains of dozens of creatures at 
  once. This field is unstable and short-lived, mercifully, allowing 
  some slim chance of escaping the creature’s slimy clutches for 
  those poor souls unfortunate enough to meet one face to face.
  
  6
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  11. Use of Contributor Credits: You may not market or advertise the 
  Open Game Content using the name of any Contributor unless You 
  have written permission from the Contributor to do so.  
   
  12. Inability to Comply: If it is impossible for You to comply with any of 
  the terms of this License with respect to some or all of the Open Game 
  Content due to statute, judicial order, or governmental regulation then 
  You may not Use any Open Game Material so affected.  
   
  
  7
  13. Termination: This License will terminate automatically if You fail to 
  comply with all terms herein and fail to cure such breach within 30 
  days of becoming aware of the breach. All sublicenses shall survive the 
  termination of this License.  
   
  14. Reformation: If any provision of this License is held to be 
  unenforceable, such provision shall be reformed only to the extent 
  necessary to make it enforceable.  
   
  15. COPYRIGHT NOTICE 
   
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.  
   
  System Reference Document Copyright 2000-2003, Wizards of the 
  Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich 
  Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, 
  John D. Rateliff, Thomas Reid, James Wyatt, based on original material 
  by E. Gary Gygax and Dave Arneson. 
  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; 
  Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte 
  Cook, and Skip Williams. 
  The Book of Experimental Might. Copyright 2008, Monte J. Cook. All 
  rights reserved. 
  Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: 
  Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey 
  Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick 
  Lawinger, and Bill Webb; Based on original content from TSR. 
  Exotic Encounters: Griffons Copyright 2013, Necromancers of the 
  Northwest, LLC; Author: Alex Riggs. 
  Exotic Encounters: Ankhegs Copyright 2013, Necromancers of the 
  Northwest, LLC; Author: Alex Riggs. 
  Exotic Encounters: Manticores Copyright 2013, Necromancers of the 
  Northwest, LLC; Author: Alex Riggs. 
  Exotic Encounters: Harpies Copyright 2013, Necromancers of the 
  Northwest, LLC; Author: Alex Riggs. 
  Exotic Encounters: Medusas Copyright 2013, Necromancers of the 
  Northwest, LLC; Author: Alex Riggs. 
  Exotic Encounters: Doppelgangers Copyright 2013, Necromancers of 
  the Northwest, LLC; Author: Alex Riggs. 
  Exotic Encounters: Wyverns Copyright 2013, Necromancers of the 
  Northwest, LLC; Author: Alex Riggs. 
  Exotic Encounters: Basilisks Copyright 2013, Necromancers of the 
  Northwest, LLC; Author: Alex Riggs. 
  Exotic Encounters: Nightmares Copyright 2013, Necromancers of the 
  Northwest, LLC; Author: Alex Riggs, Joshua Zaback. 
  Exotic Encounters: Girallons Copyright 2013, Necromancers of the 
  Northwest, LLC; Author: Alex Riggs, Joshua Zaback. 
  Exotic Encounters: Gargoyles Copyright 2013, Necromancers of the 
  Northwest, LLC; Author: Alex Riggs, Joshua Zaback. 
  Exotic Encounters: Will o’ Wisps Copyright 2013, Necromancers of the 
  Northwest, LLC; Author: Alex Riggs, Joshua Zaback. 
  Exotic Encounters: Ettercaps Copyright 2013, Necromancers of the 
  Northwest, LLC; Author: Alex Riggs, Joshua Zaback. 
  Exotic Encounters: Ettins Copyright 2013, Necromancers of the 
  Northwest, LLC; Author: Alex Riggs, Joshua Zaback. 
  Exotic Encounters: Worgs Copyright 2013, Necromancers of the 
  Northwest, LLC; Author: Alex Riggs, Joshua Zaback. 
  Exotic Encounters: Darkmantles Copyright 2013, Necromancers of the 
  Northwest, LLC; Author: Alex Riggs, Joshua Zaback. 
  Exotic Encounters: Krakens Copyright 2013, Necromancers of the 
  Northwest, LLC; Author: Alex Riggs, Joshua Zaback. 
   
  END OF LICENSE 
  
  Exotic Encounters: Krakens
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Necromancers of the Northwest/Exotic Encounters - Krakens.pdf