Sky Kraken
CR 13 XP: 25,600Giant air-infused thunder child hydra cloud (The Tome of Horrors Complete 329; Advanced Bestiary 111, 237)
CE Huge outsider (air, augmented aberration, elemental, extraplanar)
Init +10; Senses all-around vision, cloud sight, darkvision 60 ft.; Perception +27
Aura electrical aura (10 ft., DC 22)
AC 31, touch 18, flat-footed 25 (-2 size, +4 dodge, +13 natural, +6 Dex)
HP 161 (14d12+70)
Fort +9, Ref +12, Will +14
DR 10/silver; Immune elemental traits; Resist cold 10; Weaknesses the Captain’s Mast
Speed fly 60 ft. (perfect)
Melee 3 bites +14 (1d6+5 plus 1d6 acid plus 1d6 electricity), 6 tentacles +11 (1d8+2 plus 1d6 electricity plus grab)
Space 15 ft., Reach 15 ft.
Special Attacks breath weapons, constrict (1d8+5 plus 1d6 electricity)
Spell-Like Abilities (CL 14th) 3/day—fog cloud, gaseous form, sound burst (DC 11)
Str 20, Dex 23, Con 21, Int 6, Wis 16, Cha 8
Base Atk +10; CMB +17; CMD 37
Feats Ability Focus (lightning), Flyby Attack, Improved Initiative, Iron Will, Lightning Reflexes, Multiattack, Power Attack, Quick Draw, Skill Focus (perception), Weapon Focus (bite)
Skills Fly +10, Intimidate +11, Knowledge (nature) +9, Perception +27, Survival +7
Languages Auran, Common (can’t speak)
SQ air born, gaseous form, lightning jump
Air Born (Su) The sky kraken gains a +1 morale bonus on attack and damage rolls while in flight.
All-Around Vision (Ex) The sky kraken sees in all directions at once. It cannot be flanked.
Breath Weapon (Su) The sky kraken has two breath weapons. It can use each of them once every 1d4 rounds. Cone of Wind: The sky kraken can breathe a 60-foot-long cone of wind that mimics a terrible windstorm. Every creature of size Huge or smaller within this area that is not flying must succeed on a DC 16 Acrobatics or Strength check to balance or fall prone. A flying creature of Huge size or smaller that fails is instead blown away from the sky kraken, moving a distance equal to 5 feet per point by which it failed the check. If the blown creature encounters a significant stationary object (such as a wall) during this movement, it takes 1d6 damage per 5 feet it is prevented from moving by the object. The save DC is Charisma-based. Lightning: The sky kraken can breathe a 5-foot-wide line of lightning 170 feet long. If it wishes, it can breathe the line half as long but 10 feet wide. Every creature in the area takes 7d6 electricity damage (DC 24 Reflex save for half ). The save DC is Constitution-based.
Cloud Sight (Ex) The sky kraken can see through clouds, gases, fogs, mists, and smoke as though they didn’t inhibit vision. Creatures do not gain concealment from the sky kraken due to such conditions.
Electrical Aura (Ex) The sky kraken emits an aura of electricity that can damage nearby creatures. Any creature within 10 feet of the sky kraken must succeed on a DC 22 Reflex save each round that it remains within range or take 1d6 electricity damage. The sky kraken can suppress or resume this aura as a free action.
Electricity (Ex) Each of the sky kraken’s natural attacks deals 1d6 electricity damage.
Gaseous Form (Su) The sky kraken can use gaseous form as the spell (CL 14th), on itself once per day. It may use all of its supernatural and extraordinary abilities while in gaseous form.
Lightning Jump (Ex) When the sky kraken uses its lightning breath weapon, it may teleport with no chance of error to any location with the area of effect of the breath weapon as a free action. It must make this jump immediately after using the breath weapon.
Weakness to the Captain’s Mast (Ex) The sky kraken respects the power of Aizan. It senses that the artifact’s supernatural power comes from her, and will not challenge the owner. The user of the mast can attack the sky kraken with impunity, but the creature will not retaliate against that individual.
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