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Kraken CR 18 (Combatant)

XP 153,600
NE Gargantuan magical beast (aquatic)
Init +0; Senses darkvision 60 ft., low-light vision; Perception +31
Aura weather control (2 miles)


HP 375
EAC 32; KAC 34
Fort +21; Ref +21; Will +16
Immunities cold, mind-affecting effects, poison


Speed 10 ft., swim 40 ft., jet 280 ft.
Melee bite +33 (13d6+29P), or tentacle +33 (13d6+29B plus grab)
Multiattack 4 tentacles +27 (5d8+29B plus grab)
Space 20 ft.; Reach 20 ft. (40 with tentacles)
Offensive Abilities constrict, ink cloud, rend ship
Spell-Like Abilities (CL 18th)

At willcharm monster (DC 20, animals only), resistant armor (self only)
3/day-gust V (DC 22)*

*see Starfarer’s Companion


Str +11; Dex +0; Con +8; Int +6; Wis +5; Cha +5
Skills Athletics +36, Intimidate +36, Life Science +31, Stealth +31
Languages Aquan, Common
Other Abilities water breathing


Constrict (Ex)

As a swift action, a kraken can transfer a target grappled by its tentacle attack into its coils and crush their body. This deals 13d6+29B damage to the grabbed target, who must also make a DC 23 Fortitude save or lose 1d4 rounds of holding their breath to avoid suffocating. A kraken can grab and constrict a number of creatures as will fit in its space.

Ink Cloud (Ex)

A kraken can emit a cloud of black, venomous ink in an 80-foot spread once per minute as a free action while underwater. This cloud provides total concealment, which the kraken can use to escape a fight that is going badly. Creatures within the cloud are considered to be in darkness. In addition, the ink is toxic, functioning as contact poison against all creatures caught within it. The ink cloud persists for 1 minute before dispersing.

Jet (Ex)

A kraken can jet backward as a full-round action, at a speed of 280 feet. It must move in a straight line, but does not provoke attacks of opportunity while jetting.

Rend Ship (Ex)

The tentacles of a kraken are powerful enough to hold a starship in place, crack it open, and grab the crew within. A kraken can make a tentacle attack against a Medium or smaller starship that is adjacent to it, dealing 2d8 points of damage on a successful hit. If the attack deals Hull Damage to the target, the vessel can’t move unless its pilot succeeds on a DC 23 Piloting check as an action during the helm phase. A starship immobilized in this way takes a -2 penalty to its AC and Target Lock.

Weather Control (Su)

A kraken reshapes the weather within 2 miles of it, based on its emotional state. The weather can be altered, based on the current local season. The kraken chooses two weather effects based on the local season:

  • Spring: heat, hurricane, rain, thunderstorm, tornado, windstorm
  • Summer: hail, heat, rain, severe heat
  • Autumn: cold, fog, heat, sleet
  • Winter: blizzard, cold, heavy snow, severe cold, snow, snowstorm

The kraken cannot specifically control the manifestations, such as the exact path of a tornado or the targets of lightning strikes. If the kraken dies, the weather returns to normal immediately.


Environment any ocean
Organization solitary

Krakens are feared across the known galaxy. They are creatures that dwell in the depths of ocean worlds and come to the surface to prey upon ships and their crew.

These creatures appear to be gargantuan squid-like monsters with massive tentacles that can crush the hull of a small starship. The average kraken is about 100 feet in length and weighs about 4,000 pounds (400 bulk).

Kraken Ink

Type poison (contact); Save Fortitude DC 23

Track Strength; Frequency 1/round for 10 rounds

Cure 2 consecutive saves

Section 15: Copyright Notice

Starfarer Adversaries: Legacy Bestiary © 2020, Rogue Genius Games LLC; Author: Jacob E. Blackmon; Additional work by: Owen K.C. Stephens. Produced by Owen K.C. Stephens.