Ghost Kraken
Huge aberrant magical beast (undead)
Level 16 Solo Controller XP 7000

HP 640; Bloodied 320Initiative +13
AC 30, Fortitude 29, Reflex 27, Will 27Perception+16
Speed 6, swim 10; phasingDarkvision
Immune disease, necrotic, poison
Saving Throws +5; Action Points 2

Traits

Action Recovery

Whenever the kraken starts its turn, any dazing, stunning, or dominating effect on it ends.

Aquatic

In aquatic combat, the kraken gains a +2 bonus to attack rolls against nonaquatic creatures.

Crushing Grasp

When the kraken starts its turn, each creature grabbed by it or a ghost tentacle within 10 squares of the kraken takes 10 damage.

Ghost Tentacles

Whenever the kraken starts its turn with fewer than four ghost tentacles within 20 squares of it, a number of tentacles appear so that the number of tentacles within 20 squares of it equals four. The tentacles roll initiative when they appear, acting on their own turns.

Insubstantial

The kraken takes half damage from any damage source, except those that deal force, psychic, or radiant damage. When the kraken takes force, psychic, or radiant damage, it loses this trait until the start of its next turn.

Threatening Reach

The kraken can make opportunity attacks against enemies within 3 squares of it.

Standard Actions

Tentacle At-Will

Attack: Melee 3 (one creature); +19 vs. Reflex

Hit: 3d8 + 11 damage, and the kraken grabs the target (escape DC 22). The kraken can grab up to eight creatures at a time.

Fling At-Will

Effect: Melee 3 (one creature grabbed by the kraken) or close burst 10 (one creature grabbed by a ghost tentacle in the burst); the kraken slides the target up to 5 squares and makes the following attack against the target. If the target would enter another creature’s space, the kraken can also make the following attack against that creature.

    Tentacle Attack: +19 vs. Fortitude

    Hit: 2d8 + 11 damage, and the target falls prone.

Coils of Doom At-Will

Effect: The kraken uses tentacle or fling, in any combination, to make up to three attacks.

Insanity Wave (psychic) Recharge when first bloodied

Special: This attack’s origin square can be adjacent to any ghost tentacle within 10 squares of the kraken.

Attack: Close blast 5 (enemies in the blast); +19 vs. Will

Hit: 4d10 + 13 psychic damage, and the target is dazed (save ends).

Miss: Half damage.

Minor Actions

Burst of Madness (psychic) At-Will 1/round

Effect: Close burst 10 (one ghost tentacle in the burst); the kraken slides the target up to 5 squares, and the target drops to 0 hit points. The kraken then makes the following attack, centered on the target.

    Attack: Close burst 1 (enemies in the burst); +19 vs. Will

    Hit: 1d10 + 13 psychic damage.

Triggered Actions

Ghostly Escape (teleportation) Encounter

Trigger: The kraken is first bloodied.

Effect (Free Action): The kraken teleports up to 10 squares, and creatures grabbed by it are pulled with it, staying in a space of the kraken’s choice within 3 squares of it.

Skills Intimidate +18, Stealth +18
Str 18 (+12)                Dex 21 (+13)                Wis 16 (+11)
Con 24 (+15)                Int 18 (+12)                Cha 21 (+13)

Alignment Chaotic Evil        Languages telepathy 20

Published in Dungeon Magazine 203.