KING
Tidelight Kraken

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

AC1410 base + 4 Sense
Vigor7Tier + Heart mod, regenerates
Vitality3010 + 4 x Tier
Move30 ft
Initiatived8 - d3rerolled each round
Attack+8d20 + bonus vs AC, two or three a turn
Damaged12crit 2d12
Save DC19Tier 5 DC
Crit16+Cunning 18
Sovereign2actions a round, after another turn ends
Disruptd6on any Vitality loss
StatScoreModDie
Body22+6d12
Mind8-1-d3
Sense18+4d8
Heart14+2d4
Cunning18+4d8
Fate16+3d6

Passives

Passive

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

Maneuver

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.

Maneuver

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.

Declaration

Crushing Depths

Telegraph · disrupt d6 · Body save

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.