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Sand Kraken

A huge, bloated, eyeless, formless octopus rises from the sand. From its pale, yellow shapeless body sprouts ten long tentacles tipped with cruel barbed pads.

Sand Kraken CR 8

XP 4,800
N Large magical beast
Init +4; Senses tremorsense 60 ft.; Perception +11

DEFENSE

AC 21, touch 9, flat-footed 21 (+12 natural, -1 size)
hp 100 (8d10+60
Fort +12, Ref +6, Will +4;

OFFENSE

Speed 10 ft.
Melee 10 tentacles +13 (1d4+5 plus grab) or bite +8 (2d6+2)
Space 10 ft.; Reach 10 ft. (20 ft. with tentacle)
Special Attacks constrict (1d6+5)

STATISTICS

Str 20, Dex 11, Con 23, Int 2, Wis 10, Cha 1
Base Atk +8; CMB +14; CMD 24 (can't be tripped)
Feats Improved Initiative, Iron Will, Power Attack, Weapon Focus (tentacle)
Skills Perception +11
SQ camouflage

SPECIAL ABILITIES

Camouflage (Ex)

Because it remains buried until it attacks, it takes a successful DC 20 Perception check to detect the presence of a sand kraken before it attacks. Anyone with ranks in Survival or Knowledge (nature) can use one of those skills instead of Perception to notice the sand kraken.

Tentacles (Ex)

The only part of a sand kraken that is normally exposed is its tentacles. For combat purposes, the creature's tentacles are treated as separate weapons. A single tentacle has an AC 20 (touch 14) and 15 hit points. Once a tentacle takes more than 15 hit points of damage, it is destroyed. A sand kraken can no longer use the destroyed tentacle to make attacks, however the loss of a tentacle cause the creature no other penalties. Furthermore, damage dealt to a tentacle does not count against the creature's total hit points. Lost tentacles regrow in 1d4 days.

Source
Tome of Horrors Complete
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