Kraken

Source product: Cyclopedia of Common Animals
Pages: 62
Section: Centipedes

Octopuses come in many sizes, from 1 -2 inches across to having arm spans reaching 30 feet across. Where cave octopuses are clumsy, marine octopuses are graceful and intelligent creatures. They are usually solitary, even when living in close proximity, so swarms of tiny octopuses exist only in fantasy, but are potentially terrifying. Normal octopuses are 1d3 feet across, stretched arm-tip to arm -tip, and weigh 1d7+15 pounds. Large octopuses are typically 2d6 feet across, and weigh 1d8 pounds per foot. Giant octopuses are modeled after the real -world giant Pacific octopus, and can span 2d16 feet, with an average weight of 110 pounds, although weights of 600 pounds or more have been measured. Gargantuan octopuses are fantasy creatures, which have tentacle arms spanning 3d30 feet and weighing 3d100+600 pounds. Finally, krakens are enormous octopuses whose tentacles span 2d30+100 feet, and whose weight is measured in tons. Octopuses grasp opponents with their tentacles. For swarms, opponents are allowed a DC 12 Reflex save to keep the creatures off; otherwise, they lose 5’ of movement speed per successful grasp, and the swarm gains a +1 cumulative bonus to future attack rolls. Normal and large octopuses which have grasped an opponent can attack with their beaks in the next (and subsequent) rounds. This grasp can be broken with a Strength check (DC 1 per grasping tentacle). Giant octopuses instead gain 1d4 per tentacle; this is increased to 1d6 for gargantuan octopuses and 1d10 for krakens. For giant and larger octopuses, a grappled character cannot attack until this Strength check succeeds. Octopus tentacles can act individually if severed, except in the great krakens. Severed tentacles can only attack nearby creatures, with a -1d penalty to their attack rolls, and these tentacles do not count towards their parent creature’s grasp. All octopuses have highly developed camouflage that lets them change color and pattern to match surfaces nearby, granting them the indicated bonus to any attempt to hide. Gargantuan octopuses and krakens are large enough to attack ships, halting forward progress, reaching creatures on deck, pulling down masts, or even cracking hulls as the judge determines. Any tentacle arm engaged in attacking the ship itself is, at least, not engaged in attacking the living. All octopuses can generate an ink cloud when in distress, filling an area roughly twice the size of the parent creature and granting a +2 bonus to AC for all creatures therein. Most octopuses can also jet away from combat, moving twice their swim speed for one round and allowing them to escape combat while imposing a -2 penalty to opponent’s free attacks. In general, these occur in tandem when an octopus fails a morale check, and do not require an action die. Krakens are too large to jet away. While all marine octopuses are agile in their native environment, away from the water they suffer a - 10 penalty to initiative and Reflex saves.

Summary

Init +2; Atk tentacle +6 melee (1d3) and beak +6 melee (1d8); AC 11; HD 5d6; MV 5’ or swim 30’; Act 8d20; SP grasp, camouflage +6, attack ships, ink cloud, water dependent; SV Fort +6, Ref +0, Will +6; AL N.

Created: Dec 6, 2025
Updated: Dec 6, 2025