Tidelight Kraken
Beast · no Crown (Meridian)
T5d12Sovereign
A sixty-foot ocean predator covered in chromatophores that produce blinding light patterns, releasing clouds of luminous burning ink and stunning prey with synchronized body flashes.
Tier 5 · Role Sovereign · Pool Vigor 7 / Vitality 30 · AC 14 · ATK +8 · Save DC 19 · Dmg d12
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 22 | +6 | d12 |
| Mind | 8 | -1 | -d3 |
| Sense | 18 | +4 | d8 |
| Heart | 14 | +2 | d4 |
| Cunning | 18 | +4 | d8 |
| Fate | 16 | +3 | d6 |
Passives
Grasping Tentacles
A creature it hits with a tentacle is grabbed and dragged toward the beak. Breaking free takes a Body check against DC 19.
Maneuvers
Bioluminescent Ink
Vents a 30 ft cloud of burning luminous ink that lingers 3 rounds. A creature that starts its turn inside takes 1 Vigor damage.
Synchronized Flash
Its whole body flashes in unison. Creatures within 60 ft that can see it make a Sense save (DC 19) or are stunned for 1 round.
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.
Crushing Depths
Hauls every grabbed creature beneath the surface. Each makes a Body save (DC 19); on a failure it takes 5 damage and begins drowning, on a success it takes 1 Vigor damage and keeps its breath.
Tactics
GM tactics
The tidelight kraken grapples as many targets as possible with tentacles, then drags them underwater. It uses Bioluminescent Ink to create burning zones and Synchronized Flash to stun groups before grappling. It fights in water where it has every advantage.
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 16+ (Cunning 18).
- 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.