Abyssal Kraken
Gargantuan immortal magical beast (aquatic)
Level 22 Solo Soldier XP 20750

HP 816; Bloodied 408Initiative +15
AC 38, Fortitude 36, Reflex 32, Will 34Perception+20
Speed 0, swim 6Darkvision, truesight 10
Saving Throws +5; Action Points 2

Traits

Threatening Reach

The kraken can make opportunity attack against enemies within 4 squares of it.

Standard Actions

Tentacle Slam At-Will

Attack: Melee 4 (one creature); +27 vs. AC

Hit: 3d12 + 11 damage.

Grabbing Tentacle At-Will

Attack: Melee 4 (one creature); +27 vs. AC

Hit: The target is grabbed (escape DC 36). Until the target escapes, it takes ongoing 15 damage.

Kraken's Fury At-Will

Effect: All conditions on the kraken end, and the kraken uses tentacle slam four times or grabbing tentacle twice.

Abyssal Tempest (zone) At-Will

Effect: Close burst 5; the burst creates a zone of flaying wind and water that lasts until the end of the kraken’s next turn. The zone moves with and stays centered on the kraken. Any other creature that enters the zone or starts its turn there is pulled 2 squares toward the kraken and takes 10 damage.

Sustain Minor: The zone persists.

Minor Actions

Eye of the Deep (charm) At-Will 1/round

Attack: Ranged 10 (one creature); +25 vs. Will

Hit: The target is dominated (save ends).

Triggered Actions

Inky Shroud Encounter

Trigger: The kraken is first bloodied.

Effect (Free Action): Close burst 5; the burst creates a zone of shadowy ink that fills the water in the zone and lasts until the end of the kraken’s next turn. Any mark on the kraken ends. While fully in the zone, the kraken cannot be marked, and all creatures fully in the zone are lightly obscured.

Str 32 (+22)                Dex 14 (+13)                Wis 19 (+15)
Con 20 (+16)                Int 24 (+18)                Cha 28 (+20)

Alignment Evil        Languages Abyssal, Common, Primordial

Published in Dungeon Magazine 215.