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PFS StandardKraken

A kraken is an enormous, squid-like leviathan with a cruel intelligence. It hunts ships, whales, and heroes alike. The hatred and envy krakens hold for their rivals, the alghollthus, has led many krakens to make their lairs in sunken cities, where they can sift through ancient lore for long-lost arcane secrets.

Recall Knowledge - Beast (Arcana, Nature): DC 40
Unspecific Lore: DC 38
Specific Lore: DC 35

Elite | Normal | Weak
Proficiency without Level

KrakenCreature 18

Legacy Content

Uncommon NE Gargantuan Aquatic Beast 
Source Bestiary pg. 214
Perception +34; darkvision
Languages Aquan, Common
Skills Athletics +38, Intimidation +32, Nature +35, Stealth +33
Str +9, Dex +4, Con +9, Int +5, Wis +6, Cha +5
AC 42; Fort +35, Ref +28, Will +32
HP 360; Immunities controlled, emotion; Resistances cold 10, poison 20
Altered Weather (aura, evocation, primal) A kraken reshapes the weather within 2 miles of it, with the effect of the control weather ritual centered on the kraken and based on its emotional state, at the GM’s discretion. If the kraken dies, the weather returns to normal immediately.
Speed 10 feet, swim 40 feet
Melee [one-action] arm +37 [+32/+27] (reach 40 feet, magical), Damage 4d10+17 bludgeoning plus GrabMelee [one-action] tentacle +37 [+33/+29] (reach 60 feet, agile, magical), Damage 3d10+17 bludgeoning plus GrabMelee [one-action] beak +37 [+32/+27] (reach 20 feet, magical), Damage 3d10+17 piercingPrimal Innate Spells DC 40; 10th dominate (animals only); 8th punishing winds; 7th resist energy
Constrict [one-action] 2d10+17 bludgeoning, DC 40. On a failed save, a creature that is holding its breath loses 1d4 rounds worth of air.Double Attack [one-action] The kraken makes two Strikes with two different arms or tentacles, each limb targeting a different creature. Double Attack counts as two attacks toward the kraken’s multiple attack penalty for further actions, but the penalty doesn’t increase until after both attacks are made. If the kraken subsequently uses the Grab action, it Grabs any number of creatures it hit with Double Attack.Ink Cloud [one-action] The kraken emits a cloud of black, venomous ink in an 80-foot emanation. This cloud has no effect outside water. Creatures inside the ink cloud are exposed to kraken ink poison and are undetected while inside the cloud. The kraken can’t use Ink Cloud again for 2d6 rounds, and the cloud dissipates after 1 minute.Jet [one-action] (move) The kraken moves through the water up to 280 feet in a straight line without triggering reactions.Kraken Ink (poison) Krakens are immune to this poison. Saving Throw DC 39 Fortitude; Maximum Duration 10 rounds; Stage 1 3d6 poison damage and sickened 1 (1 round); Stage 2 4d6 poison damage and sickened 2 (1 round).

Sidebar - Locations Kraken Locations

A kraken dwells in deep ocean trenches, sunken cities, or caves and reefs near hydrothermal vents. It seeks food near the surface, however, where it can prey on seagoing vessels.

Sidebar - Treasure and Rewards Kraken Treasure

A kraken’s hoard includes the plunder of ships lost at sea and the wealth of sunken cities. Virtually anything could be found in a kraken lair, but they especially covet scrolls, spell books, and other tomes of ancient lore, as well as gemstones and rarefied raw materials found only in the ocean depths.