Game Master companion / Monster
Running Kraken
Great tentacles rise around a sea predator whose bulk remains hidden below. A small vessel offers very little distance between safety and its reach.
Prepare the scene
A wet limb folds over the rail. Beyond it, another tentacle rises from water too dark to reveal what joins them.
Great tentacles rise around a sea predator whose bulk remains hidden below. A small vessel offers very little distance between safety and its reach.
Establish the surroundings, each participant’s position, and what the party can perceive before resolving the encounter. Use the current core rules for surprise and turn order when combat begins.
Run the profile
Use the following source instructions for the encounter’s actions and effects.
Tentacle
Use: Basic attack · Tentacle: Might + supplemental d10 Wound (bludgeoning), reach 15 feet.
Signature abilities
Effect - Signature: Swim 30 feet; land Move 5. Seize at 15-foot reach, still maximum one victim. Shared physical sweep: Action + 2 Stamina, one Might + supplemental d10 pool against two declared targets in reach.
Counterplay/relationship
Counterplay/relationship: Save the held victim and escape its reach; ship damage and sinking require explicit vessel rules, not automatic destruction.
Present the counterplay
Save the held victim and escape its reach; ship damage and sinking require explicit vessel rules, not automatic destruction.
Make the relevant behavior or environmental clues perceptible through the scene so the party can act on them.
Keep the mechanical profile nearby
Affinities: Vitality d6, Might d10, Agility d10, Intellect d6, Tact d6, Spirit d10.
Skill overrides: Evade d4, Block d8, Ward d6.
Resolve 30; Stamina 9; Mana 8. Movement 20 feet.
Player Book idea: Tentacled sea predator that threatens vessels and swimmers.