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> ~Car'a'Ken
Cisco Lii
  Posted: Jul 28 2004, 09:33 PM
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Ok created this to resemble the beast in the Malkiri lake, though after re-reading TEOTW it isn't the same. So you can use this for any other aquatic monster.

CAR’A’KEN
Gargantuan Exotic (Aquatic, Blighted)
Hit Dice: 20d12+200 (330 hp)
Initiative: +5
Speed: Swim 20 ft. (4 squares)
Armor Class: 23 (–4 size, +1 Dex, +16 natural), touch 7, flat-footed 22
Base Attack/Grapple: +20/+45
Attack: Tentacle +29 melee (3d8+13/19–20)
Full Attack: 2 tentacles +29 melee (3d8+13/19–20) and 6 arms +24 melee (1d6+6) and bite +24 melee (4d6+6)
Space/Reach: 20 ft./15 ft. (60 ft. with tentacle, 30 ft. with arm)
Special Attacks: Constrict 2d8+12 or 1d6+6, drain blood 1d4 Con, improved grab,
Special Qualities: Bloodlust, damage reduction 10/magic, darkvision 60 ft., death throes, fast healing 5, ink cloud, jet, low-light vision
Saves: Fort +22, Ref +12, Will +13
Abilities: Str 36, Dex 12, Con 31, Int 3, Wis 20, Cha 20
Skills: Listen +14, Spot +14, Survival +14 (+16 following tracks), Swim +21
Feats: Alertness, Blind-Fight, Improved Critical (tentacle), Improved Initiative, Improved Natural Attack (tentacle), Iron Will, Lightning Reflexes
Environment: Aquatic blight
Organization: Solitary
Challenge Rating: F
Advancement: 21–32 HD (Gargantuan); 33–60 HD (Colossal)

Six of the beast’s tentacles are shorter arms about 30 feet long; the remaining two are nearly 60 feet long and covered with barbs. Its beaklike mouth is located where the tentacles meet the lower portion of its body.

COMBAT
Car’a’ken strike their opponents with their barbed tentacles, then grab and crush with their arms or drag victims into their huge jaws. An opponent can make sunder attempts against a car’a’ken’s tentacles or arms as if they were weapons. A car’a’ken’s tentacles have 30 hit points, and its arms have 15 hit points. If a car’a’ken is currently grappling a target with one tentacle or arm, it usually uses another limb to make its attack of opportunity against the sunder attempt. Severing a car’a’ken’s tentacle or arm deals damage to the car’a’ken equal to half the limb’s full normal hit points. A car’a’ken usually withdraws from combat if it loses both tentacles or three of its arms. A car’a’ken regrows severed limbs in 1d10+10 days.
Constrict: A car’a’ken deals automatic arm or tentacle damage with a successful grapple check.
Drain Blood: With a successful grapple attack, a car’a’ken is able to drain blood from the victim. This deals 1d4 points of temporary Constitution damage to the victim per round it remains in contact. Creatures drained to 0 Constitution points or below are dead.
Improved Grab: To use this ability, the car’a’ken must hit with an arm or tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.
Bloodlust: A car’a’ken is such a ferocious and terrible opponent that it will continue to fight without penalty even while disabled or dying.
Death Throes: When a car’a’ken dies it explodes, releasing its ink. Every one adjacent to the car’a’ken takes 1d6 point of damage from the explosion. The ink fills a 80-foot radius sphere.
Jet: A car’a’ken can jet backward once per round 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.
Ink Cloud: A car’a’ken 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 car'a'ken normally uses to escape a fight that is going badly. Creatures within the cloud are considered to be in darkness.
Skills: A car’a’ken 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.

This post has been edited by Cisco Lii on Jul 29 2004, 03:42 PM


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Two Rivers Wolfbrother
Posted: Jul 29 2004, 08:29 AM
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Awesome! Just a few questions and desired clarifications.
Constrict and Drain Blood: does it do both each round, or choose one or the other. It seems that Constrict is rather moot with Drain Blood unless they both occur each round. If they both happen each round, then that is quite brutal.
Bloodlust sounds a lot like the feat Diehard to me. Just so you know.
Also, there's a typo where you punch in kraken. Is this a redone kraken? A lot of features seem the same. I'm not saying I'm against that, I'm just curious.
Thank you for the encounter! It looks like a great idea and start.


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Cisco Lii
  Posted: Jul 29 2004, 03:46 PM
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Constrict and Drain blood can be done at the same time.

Bloodlust is indeed the same as Diehard, but also is a SQ found on the Blight Creature template.

What I thought was that the creature in the Malkiri lake was a Giant Squid, and a Kraken is the same, so I added the Blight Creature template to the Kraken and added/removed some abilities.


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Two Rivers Wolfbrother
Posted: Jul 29 2004, 08:09 PM
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Oh, OK. Cool!


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This is an old thing, boy. Older than Aes Sedai. Older than anybody using the One Power. Old as humankind. Old as wolves.

Current Projects:
Encounters Handbook

Homepage:
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It's funny!

Also check out my Wheel of Time RPG Website!
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Two Rivers Wolfbrother
Posted: Aug 5 2004, 10:08 PM
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Great Fang
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Well, if nobody else has any objections, go ahead and email it to me please.


--------------------
This is an old thing, boy. Older than Aes Sedai. Older than anybody using the One Power. Old as humankind. Old as wolves.

Current Projects:
Encounters Handbook

Homepage:
Town Center Productions
It's funny!

Also check out my Wheel of Time RPG Website!
It's not as funny as Town Center Productions
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