Krakentua (CR 20)

Colossal Aberration
Alignment: Always chaotic evil
Initiative: +4 (Improved Initiative); Senses: Listen +25 and Spot +25


AC: 16 (-8 size, +14 natural), touch 2, flat-footed 16
Hit Dice: 50d8+450 (675 hp)
Fort +30, Ref +14, Will +32
Speed: 50 ft., swim 30 ft. or fly 30 ft. (poor) (females only)
Space: 40 ft./25 ft.
Base Attack +37; Grapple +50
Attack: Slam +45 melee, tentacle +43 melee
Full Attack: Slam +45 melee, tentacle +43 melee
Damage: Slam 2d6+16, tentacle 2d6+8
Special Attacks/Actions: Spell-like abilities (female), constrict, trample, spit (male), mist (male)
Abilities: Str 43, Dex 11, Con 28, Int 17, Wis 20, Cha 18
Special Qualities: flight (female), send dreams (female)
Feats: Improved Initiative; Multiattack; Multidexterity; Power Attack; Track; Weapon Focus (tentacle)
Skills: Listen +25, Spot +25, and Survival +33
Advancement: 50-150 HD (Colossal)
Climate/Terrain: Temperate and warm aquatic
Organization: Solitary
Treasure: standard

Source: Converted

Combat

A krakentua attacks with its tentacles, sometimes wielding Huge versions of normal weapons in its tentacles. Females use their spell-like abilities in addition to the aforementioned attacks.

Constrict (Ex): A krakentua tentacle deals 2d6+8 points of damage with a successful grapple check against Gargantuan or smaller opponents.

Trample (Ex): Krakentua can trample Gargantuan or smaller opponents for 8d12+16 points of damage. Opponents who do not take an opportunity of attack against the krakentua can attempt a Reflex save (DC 51) for half damage.

Spit (Su): Male krakentua only, line or cherry milk acid, 100 feet, blindness for 2d6 rounds; Reflex save (DC 44) to avoid.

Mist (Su): Male krakentua only, cone of mist, 50 feet, 1d4 points of damage; Fortitude save (DC 44) negates.

Spell-like Abilities: Females only; at will -- clairaudience/clairvoyance, detect evil, detect good, and detect thoughts. These abilities are as the spells cast by a 12th-level sorcerer (save DC 14 + spell level).

Send Dreams (Su): A female can induce dreams in a sleeping opponent. The krakentua imprints the dreaming target's aura. This imprint allows the krakentua to track the target at a later date.

The sleeping victim is allowed a Will save (DC 40) to reject the dream. If the save fails the krakentua can imprint the target's mind for up to 1 hour. For every 10 minutes spent imprinting a target, the krakentua gains a +2 to its Survival roll to track the target. It can track a target anywhere on the same plane of existence as if using a discern location spell. The krakentua can move at full speed while tracking a target in this manner.

The tracking bonus disappears after 1 week as the imprint fades from the target's aura. Creating the dreams is extremely stressful for the krakentua. She cannot create dreams for more than an hour a month, and she can never create more than three dreams in immediate succession.