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The Slayers Guide to Kraken
ANDREW BOSWELL
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The
Slayer’s Guide
To
Kraken
Andrew Boswell
Contents
Credits
2 Introduction
3 Kraken Physiology
7 Habitat
9 Kraken Society
13 Methods of Warfare
14 Roleplaying Kraken
18 Scenario Hooks and Ideas
20 Antangil
28 Kraken Reference List
31 D20 & OGL License
Editor
Daniel Bishop
Cover Art
Nathan Webb
Interior Illustrations
Gillian Pearce
Production Manager
Alexander Fennell
Proof-Reading
Ian Barstow
Open Game Content & Copyright Information
The Slayer’s Guide to Kraken is ©2003 Mongoose Publishing. All rights reserved. Reproduction of non-Open Game Content of
this work by any means without the written permission of the publisher is expressly forbidden. The Slayer’s Guide to Kraken is
presented under the Open Game and D20 Licences. See pages 31 for the text of these licences. All game mechanics and statistics
derivative of Open Game Content and the System Refernce Document are to be considered Open Gaming Content. All other
significant characters, names, places, items, art and text herein are copyrighted by Mongoose Publishing. All rights reserved. If
you have any questions on the Open Game Content of this product please contact Mongoose Publishing. ‘d20 System’ and the
‘d20 System’ logo are Trademarks owned by Wizards of the Coast and are used according to the terms of the d20 System Licence
version 3.0. A copy of this Licence can be found at www.wizards.com. The mention of or reference to any company or product
in these pages is not a challenge to the trademark or copyright concerned. Dungeons & Dragons® and Wizards of the Coast® are
Registered Trademarks of Wizards of the Coast, and are used with Permission.
Mongoose Publishing
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info@mongoosepublishing.com
Visit the Mongoose Publishing website at www.mongoosepublishing.com for regular updates, new spells,
additional information and much, much more.
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INTRODUCTION
mystery. Even the so-called ‘common’
beasts that plague the intelligent races are in
some ways unknown despite efforts to probe their
secrets. Many become increasingly familiar to us as
we constantly ask of our friends and allies, and from
this information we piece together what we can.
However, there are some creatures that will forever
resist our attempts. Those that live beyond the
material world are, by definition, inexplicable:
anything we can learn is so otherworldly as to defy
interpretation. However, even here on this plane
there are creatures that we cannot hope to gather
much information on. Of these creatures, the kraken
stands in the forefront as the most mysterious.
The Slayer’s Guides
Each of the Slayer’s Guides deals with a specific
species that may have been neglected, or is in need
of attention to make them more ‘real’ for the hard-
pressed Games Master. The Slayer’s Guide to
Kraken presents, not a common foe that parties of all
sizes might encounter and best, but a monster that
only the very powerful would ever dream of
tackling. In this manual you will learn about their
mysterious origins, meet their god – the one true
Kraken, discover how they were cast out onto this
plane in shame, learn about their astounding
physiology and their perverse societies.
Kraken – False God
of the Deep
The kraken is a solitary beast of enormous power
and age. Formed in the elemental plane of water but
then cast out, each one is a demented, often insane,
representative of their own religion. They are the
unloved avatars of a god that rejected them. Now
they seek to found religions in their own name, or to
return to their home and wreak revenge.
These behemoths, which dwarf all except the largest
ships, dwell in the depths of the ocean with near-
unimaginable pressure bearing down on them. They
live for millennia, have the strength to drag whole
ships beneath the waves, and possess powers and
intellect that make them formidable foes. While no
kraken ever encountered has been passive or
friendly, neither have they been mindlessly
destructive or stupidly evil, though to our eyes it
may seem so. Their brain capacity likely exceeds
our own and they rule a domain so different from
ours that we cannot even begin to understand what
motivates them. Even the habitats of coastal marine
humanoids are so different from the ocean depths
that these creatures can only guess at the mind of the
kraken.
Encounters with a kraken, for no mortal would ever
wish to meet more than one, will seldom be to the
adventurer’s advantage. In the deep sea, the kraken
has all the advantages. On land, where a kraken may
have created slave or subject societies, that society
at large will resist assaults on their god. In the
elemental plane of water, where more of their kind
and indeed the patron deity of many non-humanoids
dwell, they assume even more awesome powers. A
kraken is not merely a monstrous foe – it is the core
around which an entire campaign may be based.
Yet even the darkest mystery may be solved by the
application of logic. This manual represents the
greatest gathering of information available
concerning these beasts of the deep. Great personal
expense, and no small investment by my patron, who
has an unfettered interest in preserving free trade on
the waves, has resulted in this: the first, most
authoritative guide to the kraken. Disregard it at
your peril, for herein lies everything that is currently
known about these beasts, and therefore it may well
contain the very instrument of your deliverance
when the titanic tentacles enclose your ship in the
dead of night…
2
Introduction
N early all monsters are shrouded in some
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KRAKEN PHYSIOLOGY
which ‘only’ reach some 50 feet, are not
native to this plane. They share many of the
characteristics of those creatures, and this has led
many to suppose that they are a product of natural
evolution; however, the differences are quite
marked. First and foremost is their enormous size,
with kraken growing to be up to 200 feet long. Well
over half of this length is tentacles, of which they
have only eight, in comparison to the normal ten of
other squid. Nestled at the base of the tentacles is
the beak. Any unfortunate victim brought to the
beak has little chance of escaping intact as its size,
and the musculature powering it, is quite capable of
biting through the hull of a ship.
Their eyes are, quite simply, the largest of any living
creature, being over two feet in diameter, capable of
distinguishing colour and movement over long
distances even in the lightless environment of the
deep sea. Like the ordinary squid they are expert,
though comparatively slow, swimmers who, through
chemically controlled swim bladders, can descend to
remarkable depths. It is speculated that they alone,
of all the sea dwellers, can actually descend to the
ocean’s floor and return to the surface without
imploding or exploding respectively. Movement
and respiration are controlled in the same fashion as
ordinary squids; that is, by sucking water into spaces
around its head cavity and then expelling it out
again. This fans water through the paired gills, each
of which is easily as large as a rowing boat. There
are no free air compartments in its body which allow
it to withstand the compressive forces of the deep
sea without rupturing, though of course its size
diminishes as it moves further down in the water
column. Movement up through the sea from great
depths is undertaken slowly, not to avoid the bends
(they do not breathe air and thus have no nitrogen to
bubble), but to prevent the explosive expansion of
the tissue itself.
Critical Hits Against Kraken
When attacking a kraken, a critical hit may have the
additional effect of striking a specific location, such
as an eye or tentacle. Whenever a critical threat is
scored against a kraken, roll on the following table.
To control its movement, the kraken has a large
water jet that sits below the axis of the tentacles
projecting out from the hood of the head. This is a
very dexterous organ and can direct the flow of
water in any direction, allowing the kraken to move
freely. The fastest motion is attained when the jet is
directed straight backwards (towards the creature’s
tentacles), which is what most people would expect.
Critical Hit Location (roll 1d20)
1 Left Eye
2 Right Eye
3-10 Tentacle
11+ Body
In addition to causing normal damage, any hit to an
eye that causes 10 or more points of damage blinds
that eye and will cause the kraken to disengage and
flee. Kraken position themselves when attacking, so
that their eyes are either below the surface of the
water, or as far away as possible from the action. Any
blow dealing 25 or more points of damage to a
tentacle will sever it. If three or more tentacles are
severed the beast will similarly flee.
Kraken eggs are laid in open waters. They are
buoyancy-neutral and float at about the 2,000-foot
mark. Each egg is laid from a batch of roughly two-
dozen, with at least a mile or two separating it from
its nearest sibling. They are approximately four feet
long and distinctly oval, with only the enormity of
the sea protecting them from predators, such as giant
squid. After only thirteen or fourteen days the eggs
hatch out into giant squid, differing from their
natural cousins only in that they have eight
tentacles, like their parents. However, from the
moment of their birth they behave in exactly the
same way as their giant-sized relatives. Perhaps the
only interesting thing about the offspring of the
kraken is that they instinctively recognise genuine
kraken, becoming docile and submissive in their
presence. It has been speculated that some form of
communication may be taking place and we suspect
If injured in this way, the kraken will recover from its
wounds at a rate of five hit points a month, with eyes
or tentacles growing back over the appropriate
period. Even if the damage is magically healed, a
new tentacle will still take five months to fully grow
back, unless specific regenerative magic, such as a
regenerate spell, or a ring of regeneration is used.
3
Kraken
Physiology
T he kraken, distinct from ordinary giant squid,
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KRAKEN PHYSIOLOGY
that the offspring treat their elders with a religious
awe but the truth is, we simply do not know.
consider the ink from an octopus to be a spicy
delicacy: doubly so for kraken ink, though it would
probably have to be the scarcest and most expensive
of all the spices. Scarcer still is the ink that comes
from the bioluminescent kraken. These beasts can
squirt out a cloud of luminous ink in the same
quantities as the more common black ink. At
shallower depths this appears as a milky substance
and is less effective as a screen. At greater depths,
where black ink is similarly less effective, it creates a
dazzling cloud that shocks darkness-acclimatised
eyes and easily allows the escape of the producer. In
both cases the ink is a valued component in magical
scribing. Good money is paid the world over for
genuine kraken ink of high purity and
concentration.
Kraken Offspring
For all kraken offspring born in the material world
use the giant squid presented in Core Rulebook III ,
with the exception that they have only eight
tentacle rake attacks.
Bodily products useful to apothecaries such as the
pen, ink, chromatophore cells, nerve fibres and skin
are still valuable, but attract only half the value
described later in this chapter, and are only half as
effective.
Internally they have a single rigid structure: the so-
called ‘pen’, which runs the length of the head and is
consequently up to 65 feet in length. It is primarily
a shell-like material and is used to give some
rigidity as well as to anchor the musculature.
Though rarely acquired, shipwrights prize this
structure for its length, strength and workability. It
can be cut and sawn to any shape required, and is
occasionally seen in magnificent elven ships in the
form of spars and sometimes even full masts.
Kraken Ink
At depths of less than 400 feet, the luminous ink
cloud provides only one-half concealment, and
creatures within the cloud suffer the effects of dense
fog. At depths greater than 400 feet, the luminous
cloud is fully effective, providing the full benefits as
detailed in Core Rulebook III . Conversely, at depths
greater than 400 feet, the black ink cloud of normal
kraken is only half as effective, as detailed above.
Externally, most are covered with what are known as
chromatophores. These are pigmented cells that can
change colour on command and, while less
expressive than those of the cuttlefish, are fully
capable of transmitting a wide range of emotional
information and putting on a magnificent show. A
rare few are covered instead with cells that are
bioluminescent, meaning that they glow from an
internal source under the complete control of the
kraken. In the upper depths of the sea where light
can penetrate, these rare beasts have the typical
uninteresting squid-like colouration. However, at
the greater depths where there is no natural light,
they are every bit as spectacular and expressive as
their coloured counterparts. This colour control can
be changed or cycled many times a second allowing
complex patterns to be created. Clearly it is part of a
language, presumably for communicating with
others of its kind as well as other squid. This
language has never been successfully translated.
A kraken does not have eyelids and does not sleep
in any way that we would understand. However,
every few days it falls into a torpor, floating at a
steady depth or wallowing on the surface. This
torpor lasts only a few hours, and is a kind of
meditative trance: once alerted to any threats nearby
the beast regains full mental faculties instantly.
Torpor
During torpor the kraken loses its Alertness feat, and
it’s Spot and Listen checks are reduced to +7. There
is a 20% chance that any encountered, stationery
kraken will be in a state of torpor.
Kraken Alchemical
Reagents
The kraken is a mythical beast, and a great many of
its body parts are sought after by alchemists,
apothecaries and other experimenters in the magical
arts. The following is a list of these components,
their uses and the values that they might command
to the right buyer.
Like the octopus, the kraken can expel a large
quantity of ink from glands within the hood of its
head. This is to provide a cover screen to allow
escape if a combat is going poorly or to deter
predators. Chemically the ink has a number of
elements that are specifically distasteful to fish, but
it is not poisonous. In fact, many sea-going cultures
4
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