KING
Kraken

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

AC1415 base - 1 Sense
Vigor8Tier + Heart mod, regenerates
Vitality3010 + 4 x Tier
Move30 ft
Initiatived8 + d12rerolled each round
Attack+8d20 + bonus vs AC, two or three a turn
Damaged12crit 2d12
Save DC19Tier 5 DC
Crit14+Cunning 22
Sovereign2actions a round, after another turn ends
Disruptd6on any Vitality loss
StatScoreModDie
Body22+6d12
Mind22+6d12
Sense8-1-d3
Heart16+3d6
Cunning22+6d12
Fate20+5d10

Passives

Passive

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.

Passive

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

Maneuver

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.

Declaration

Crush

Telegraph · disrupt d6 · Body save

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

Reaction

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.