Kraken, Fiendish (CR 16)
AC: 23 (+2 Dex, -4 size, +15 natural), touch 8, flat-footed 21
Hit Dice: 20d8 (310 hp); DR: 10/magic
Fort +21, Ref +14, Will +13
Speed: Swim 30 ft.
Space: 20 ft./15 ft. (tentacle 60 ft., arm 30 ft.)
Base Attack +20; Grapple +46
Attack: Melee 2 tentacles +30 and 6 arms +25 and bite +25
Full Attack: Melee 2 tentacles +30 and 6 arms +25 and bite +25
Damage: 2 tentacles 2d8+14/19-20, arms 1d6+7, bite 4d6+7
Special Attacks/Actions: Blind-fight, Combat Expertise, Improved Trip, smite good 1/day (+6 attack, +20 damage), constrict 2d8+14 (tentacle) or 1d6+7 (arm), improved grab, spell-like abilities
Abilities: Str 38, Dex 14, Con 30, Int 25, Wis 20, Cha 22
Special Qualities: Immune poison, ink cloud, jet, Resist acid 10, cold 10, electricity 10, fire 10; SR 30, half-fiend traits
Feats: Alertness; Blind-fight; Combat Expertise; Improved Critical (tentacle); Improved Initiative; Improved Trip; Iron Will
Skills: Concentration +33, Diplomacy +31, Heal +28, Hide +13, Intimidate +29, Knowledge (geography) +30, Knowledge (nature) +32, Knowledge (the planes) +30, Listen +30, Search +30, Sense Motive +28, Spot +30, Survival +28, Swim +37, and Use Magic Device +29
Climate/Terrain: Any aquatic
Organization: Solitary (Special)
Encounters with the fiendish kraken are almost invariably the result of the spell Doom of the Seas.
Spell-Like Abilities (CL varies): 1/day (CL 20th)- blasphemy (DC 23), contagion (DC 19), desecrate, destruction (DC 23), horrid wilting (DC 24), summon monster IX (fiends only), unhallow, unholy blight (DC 20) 1/day (CL 9th) - control weather control winds, dominate animal (DC 19), resist energy 3/day (CL 20th) - darkness, poison (DC 20), unholy aura (DC 24)
Tentacles: Tentacles and arms can be severed by treating them as though they were weapons and sundering them. Tentacles have 20 hp, and arms have 10 hp.
Constrict (Ex): The Doom of the Seas deals automatic arm or tentacle damage plus constrict damage with a successful grapple check.
Improved Grab (Ex): To use this ability, the Doom of the Seas must hit an opponent of any size with its arm or tentacle attack. It can then attempt to start a grapple as a free action without provoking attacks of opportunity. If it wins the grapple check, it establishes a hold and can constrict.
Ink Cloud (Ex): The Doom of the Seas can emit a cloud of jet-black ink in an 80-foot spread once per minute as a free action. The cloud provides total concealment, which the creature normally uses to escape a fight that is going badly. Creatures within the cloud are considered to be in darkness.
Jet (Ex): The Doom of the Seas can jet backward once per round as a full-round action, moving in a straight line at a speed of 280 feet. This does not provoke attacks of opportunity.
Half-Fiend Traits: Unlike most half-fiends, the Doom of the Seas does not possess wings. It does, however, have webbing between its tentacles that augments its swim speed. All the Doom of the Seas' attacks are considered magic weapons for the purpose of overcoming damage reduction.
Skills: The Doom of the Seas has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
Creatures with the aquatic subtype always have swim speeds and thus can move in water without making Swim checks. An aquatic creature can breathe underwater. It cannot also breathe air unless it has the amphibious special quality.