Kraken
Monstrosity · Crown of Domination
T5d12Sovereign
Intelligent terrors of the deep, krakens command undersea empires, their tentacles crushing armadas.
Tier 5 · Role Sovereign · Pool Vigor 8 / Vitality 30 · AC 14 · ATK +8 · Save DC 19 · Dmg d12
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 22 | +6 | d12 |
| Mind | 22 | +6 | d12 |
| Sense | 8 | -1 | -d3 |
| Heart | 16 | +3 | d6 |
| Cunning | 22 | +6 | d12 |
| Fate | 20 | +5 | d10 |
Passives
Terror of the Deep
Breathes air and water, swims at full speed, ignores difficult terrain, and cannot be restrained or grabbed. Its waterlogged bulk conducts: it takes 1 extra damage from lightning.
Grasping Tentacles
Its tentacles reach 30 ft, and a creature hit by one is also grabbed (escape against Body, DC 19). It can hold many creatures at once.
Maneuvers
Fling
Hurls a grabbed creature up to 60 ft. The victim saves against Body (DC 19) or takes 5 damage and lands prone; on a success it takes 1 Vigor damage and lands on its feet.
Declarations
Declared in the enemy tactical window and resolved at the start of its next turn. Any Vitality it loses first forces the disruption roll: on a 1 the telegraph is lost.
Crush
Every tentacle constricts at once. Each creature the kraken has grabbed saves against Body (DC 19) or takes 5 damage; on a success it takes 1 Vigor damage.
Reactions
Ink Jet
When it takes damage, it vents a 60 ft cloud of blinding ink (or choking darkness above water) that lasts 1 round, then moves up to 60 ft.
Tactics
GM tactics
Genius-level intelligence. Commands underwater creatures telepathically. Grapples multiple targets, crushes them, or flings them. Uses Ink Jet to escape or reposition. Demands tribute from coastal cities. Holds grudges for centuries.
Running it
Rules
- Shield of Tier + Heart mod over a Vitality pool of 10 + 4 x Tier. Full Vigor at combat start; at the start of its turn it rolls 5 exploding d4s and regains 1 Vigor per 4. Dead at 0 Vigor and 0 Vitality.
- A hit rolls d12. A crit rolls two: 2d12.
- Crits on a natural 14+ (Cunning 22).
- Two or three attacks in a normal turn: multiattack is the threat scaler, and one swing a round makes it a mook.
- Sovereign: 2 Sovereign Actions a round, spent after other combatants' turns, on top of its attacks.
- Any Vitality lost while a telegraph is pending forces its disruption roll; on a 1 the telegraph is lost.
- Never checks morale: it fights to 0 Vitality or to the exit written into its lowest phase.
- NPCs never take wounds.