Create successful ePaper yourself
Turn your PDF publications into a flip-book with our unique Google optimized e-Paper software.
3 Krakens CR 12<br />
hp 290 each (20 HD)<br />
NE Gargantuan magical beast (aquatic)<br />
Init +4; Senses darkvision 60 ft., low-light vision; Listen +30,<br />
Spot +30<br />
Languages Aquan, Abyssal, Common, Draconic, Infernal,<br />
Undercommon<br />
AC 20, touch 6, flat-footed 20<br />
Fort +21, Ref +12, Will +13<br />
Speed swim 20 ft. (4 squares)<br />
Melee 2 tentacles +28 each (2d8+12/19–20) and<br />
6 arms +23 each (1d6+6) and<br />
bite +23 (4d6+6)<br />
Space 20 ft.; Reach 15 ft. (60 ft. tentacles, 30 ft. arms)<br />
Base Atk +20; Grp +44<br />
Atk Options Blind-fight, Improved Critical (tentacle),<br />
Improved Grab, Improved Trip, constrict 2d8+12 or<br />
1d6+6, improved grab<br />
Spell-Like Abilities (CL 9th):<br />
1/day—control weather, control winds, dominate animal<br />
(DC 18), resist energy<br />
Abilities Str 34, Dex 10, Con 29, Int 21, Wis 20, Cha 20<br />
SQ ink cloud, jet<br />
Feats Alertness, Blind-Fight, Expertise, Improved Critical<br />
(tentacle), Improved Initiative, Improved Trip, Iron Will<br />
Skills Concentration +21, Diplomacy +7, Hide +0, Intimidate +16,<br />
Knowledge (geography) +17, Knowledge (nature) +16, Listen<br />
+30, Search +28, Sense Motive +17, Spot +30, Survival +5<br />
(+7 following tracks), Swim +20, Use Magic Device +16<br />
Improved Grab (Ex) To use this ability, a kraken must hit with<br />
an arm or tentacle attack. It can then attempt to start a<br />
grapple as a free action without provoking attacks of<br />
opportunity. If it wins the grapple check, it establishes a<br />
hold and can constrict.<br />
Constrict (Ex) A kraken deals automatic arm or tentacle<br />
damage with a successful grapple check.<br />
Jet (Ex) A kraken can jet backward once per round as a fullround<br />
action, at a speed of 280 feet. It must move in a<br />
straight line, but does not provoke attacks of opportunity.<br />
Ink Cloud (Ex) A kraken can emit a cloud of ink in an 80-foot<br />
spread once per minute as a free action. The cloud<br />
provides total concealment.<br />
The party must take the Abyssal Shard to the Pit and dispose of<br />
it there. This must be done by a spellcaster and requires that<br />
the user be within 10 feet of the pit while repeating a long<br />
invocation that takes 6 full rounds. If attacked or otherwise<br />
disturbed, the user must make an appropriate Concentration<br />
check. If Axihuatl is within 20 feet of the user, he can assist<br />
in these checks by relaying the required invocation to the<br />
user. After 6 rounds, the Shard can be thrown into the pit,<br />
after which go on to the Conclusion below.<br />
TACTICS<br />
The advanced aspect of the Leviathan is drawn to the character<br />
who has the Abyssal Shard. It attacks this individual<br />
whenever possible and uses its chaotic surge ability as soon<br />
as it is in range. It then attempts to swallow the shard-carrier<br />
whole. If the shard-carrier perishes in the aspect’s gizzard,<br />
see possible outcomes under Conclusion, below.<br />
The krakens attack the other PCs and attempt to keep<br />
them from helping the shard-carrier.<br />
FEATURES OF THE AREA<br />
Obelisks: These polished black columns rise 100 feet from<br />
the edge of the pit.<br />
The Pit: If a creature that was not spawned by the Leviathan<br />
enters this pit, it must make a DC 24 Reflex save or be dragged<br />
down and destroyed as if by a disintegrate spell.<br />
Turbulence: See encounter 5–2.<br />
Thick Zone: See encounter 5–2.<br />
CONCLUSION<br />
After the Abyssal Shard vanishes into the pit, the Leviathan’s<br />
motions abruptly cease as it slowly returns to slumber. If the<br />
aspect of the Leviathan is still alive, it vanishes into a swirl of<br />
blue-white motes. Any surviving krakens flee. The PCs must<br />
swim out of the Spine Temple and ascend to the surface to<br />
escape. The upper levels are inert now—none of the chaos<br />
effects continue.<br />
If the shard-carrier was swallowed and perishes in the<br />
aspect of the Leviathan’s gizzard, the creature fights on for<br />
several rounds, giving the party the chance of retrieving the<br />
shard, then vanishes into the Pit. Either this means that the<br />
party has failed and the world is doomed, or (more optimistically)<br />
the Shard reaches the heart of the Leviathan and merges<br />
with its creator, sending the great beast back to sleep.<br />
Axihuatl’s reaction to the party’s success is up to the DM.<br />
If he escapes, he either disappears or goes on to hatch more<br />
schemes against civilization.<br />
Once the PCs have emerged, they find the world profoundly<br />
changed, since the Leviathan’s rampage displaced oceans and<br />
sent mountain ranges tumbling. Despite the disaster, the<br />
world survived and will recover.<br />
ENCOUNTER 5-3<br />
79