Marsh Kraken by Robert Baxter
Large Aberration (Aquatic)
Hit Dice: 4d8+16 (34 hp)
Initiative: +1 (+1 Dex)
Speed: swim 30 ft.
AC: 13 (-1 size, +1 Dex, +3 natural)
Attacks: 4 slam +7 melee, bite +4 melee
Damage: Slam 1d4+5, bite 2d6+2
Face/Reach: 5 ft. by 5 ft./10 ft.
Special Attacks: Constrict, improved grab
Special Qualities: Camoflage, Scent, Tremorsense
Saves: Fort +5, Ref +2, Will 0
Abilities: Str 20, Dex 13, Con 18, Int 3, Wis 3, Cha 4
Skills: Hide +6, Listen +1

Environment: Warm marsh
Organization: Solitary
Challenge Rating: 4
Treasure: None
Alignment: Always neutral evil
Advancement: 5-8 HD (Large); 9-12 HD (Huge)


The marsh kraken stalks the deeper pools of warm swamps and bogs. It lurks in the water using keen senses to detect prey near shores or in the water. With massive coiling tentacels it attacks and squeezes the life from it's victims.

The marsh kraken is an octopoid beast roughly the size of a small horse. It swims through deep bogs and marshes using a series of proto-fins and organic vents to thrust it through the water. The kraken has a bulky mass, and although swift when swimming it is not agile.

It has a cluster of dark pupil-less eyes ringing it's dagger fanged circular mouth. The sleek blubbery skin of the marsh kraken is typically a moss or straw color mottled with red or purple patches. The tentacles themselves often have red or purple tips, and the inner length of each tentacle is covered in boney rasps. The tentacles are attached to a roughly ovoid main pody frilled with proto-fins, gills, extra eyes, and fringes of smaller tentacles used to manouver in shallower water.

Combat
These malicious beasts often track and stalk prey using their tremor sense to follow creatures walking on firmer parts of the bog. They will harass herds of deer, small packs of animals, and even parties of adventurers. Even if the marsh kraken has recently fed, it has a terrible temeprment. It will stalk and hunt prey simply for the pleasure of crushing it to death in it's powerful tentacles.

If faced with great numbers, or damaged heavily it will let go of any prey and retreat to deeper water. It usually relies on swift attacks and it's bulk to intimidate its foes.

Aberrations have darkvision with a range of 60 feet.

Camoflage

Scent

Tremorsense

Society

This creature has not yet been play tested.
This is not a kender type creature.

 



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