Cave Kraken

Cave Kraken                                                                     CR 36

XP 786432


 * A Colossal Magical Beast (Aquatic, Behemoth)

Init +6; Senses Low-Light Vision, Darkvision 60ft; Perception +20

DEFENSE
AC 53, touch 5, flat-footed 50 (-8 size, +2 Dex, +1 dodge, +48 natural)

hp 1608 (48d10+1344); Regeneration 20

Fort +55, Ref +30, Will +32

Defensive Abilities Unstoppable, Life Limb

DR 30/Epic Immunities Ability Damage, Aging, Bleed, Negative Level, Permanent Wound, Polymorph, Disease, Fire, Mind-Affecting, Paralysis, Petrification, Poison Resist Acid 30, Cold 30 SR 51

Weaknesses Miracle and Wish Vulnerability, Electricity Vulnerability

OFFENSE
Speed swim 50 ft.

Melee +3 10 tentacles +74 (20d6+33/19-20,x3)

Space 40 ft.; Reach 40 ft.

Spell-Like Abilities (CL 48; concentration +62)

The save DC against a Cave Kraken's spells is 24+ spell level. A Cave Kraken's spells use Wisdom as the primary casting attribute.

At Will: Move Earth, Geas/Quest, Invisibility Purge, undeath to Death, Control Water, Form of the Dragon I, Blade Barrier, Mass Eagle's Splendor, Stone Tell

3/day: Sympathy

1/day: Elemental Swarm (Ink Elemental Only)

Special Attacks Ruinous, Grab (tentacle), Constrict (20d6+33), Ghost Touch Attacks

STATISTICS
Str 71, Dex 14, Con 64, Int 1, Wis 38, Cha 4

Base Atk +48; CMB +86 (+90 grapple); CMD 98

Feats Diehard, Dodge, Endurance, Great Fortitude, Improved Critical (tentacle), Improved Initiative, Improved Natural Armor, Iron Will, Lightning Reflexes, Lunge, Mobility, Multiattack, Power Attack, Run, Skill Focus (Stealth), Toughness, Weapon Focus (tentacle)

Skills: Stealth +56; Racial Modifiers Perception +6

Languages Aquan (cannot speak)

SQ Magical Beast Traits, Does not Breathe, Does not Sleep

SPECIAL ABILITIES
Ruinous (Su) 

A Cave Kraken's natural attacks penetrate damage reduction as though they were epic and magic, and ignore up to 20 points of hardness on objects struck. As a swift action, whenever it strikes a creature or object with a spell effect in place, it can attempt to dispel one randomly determined spell effect on that creature as if with a 'Greater Dispel Magic' (Caster Level 20th).

Grab (Ex) 

If a Cave Kraken hits with its tentacle attack(s), it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. Grab can only be used against targets of a size Colossal or smaller.

The Cave Kraken has the option to conduct the grapple normally, or simply to use the part of its body it used in the grab to hold the opponent. If it chooses to do the latter, it takes a –20 penalty on its CMB check to make and maintain the grapple, but does not gain the grappled condition itself.

A successful hold does not deal any extra damage unless the creature also has the constrict special attack. If the creature does not constrict, each successful grapple check it makes during successive rounds automatically deals the damage indicated for the attack that established the hold. Otherwise, it deals constriction damage as well (the amount is given in the creature’s descriptive text).

Creatures with grab receive a +4 bonus on combat maneuver checks made to start and maintain a grapple.

+3 tentacle

A Cave Kraken's tentacle functions as a +3 weapon, the bonuses are included in its stats above.

Constrict (Ex) 

Cave Kraken can crush an opponent, dealing 20d6+33 bludgeoning damage, when it makes a successful grapple check (in addition to any other effects caused by a successful check, including additional damage).

Ghost Touch Attacks (Su) 

A Cave Kraken's natural attacks and any weapons it wields count as though they had the 'Ghost Touch' weapon special quality.

Unstoppable (Ex) 

If a Cave Kraken starts its turn suffering from any of the following conditions, it recovers from them at the end of its turn: blind, confused, dazed, deafened, dazzled, exhausted, fatigued, nauseated, sickened, slowed, staggered, and stunned.

Life Limb (Ex)

The cave kraken is immortal and cannot die until all of its limbs are severed. Limbs each regenerate at 20 per round and have 200 HP. When a limb is severed it does not begin to regrow for 1d4 rounds. The main head cannot take damage below 50% of its total HP unless all limbs are severed. A severed limb can be prevented from regrowing with a Wish or Miracle Spell, as per its vulnerability.

Miracle and Wish Vulnerability (Su) 

A spell effect created by a 'Miracle' or 'Wish' spell is particularly effective against a Cave Kraken. A spellcaster gains a +6 bonus on its caster level check to penetrate a Cave Kraken's SR with a miracle or wish spell, and the Cave Kraken suffers a -6 penalty on saves against these spells. A 'Miracle' or a 'Wish' spell can negate a Cave Kraken's regeneration, but only for 1d4 rounds per casting.

Magical Beast Traits

Magical Beasts are similar to animals but can have Intelligence scores higher than 2 (in which case the creature knows at least one language, but can’t necessarily speak). Magical Beasts usually have supernatural or extraordinary abilities, but are sometimes merely bizarre in appearance or habits.

-Darkvision 60 feet.

-Low-light vision.

-Magical beasts breathe, eat, and sleep.