Arboreal Kraken – a 4th ed. menace
Inky black, this huge squid plies the upper canopy with a gas filled bladder, strong tentacles, and a voracious appetite. A shadow and the crack of branches draw the eyes up, into the gaping maw of terror.
Level 12 Brute
Gargantuan Aberrant Beast
Initiative +9 Senses Perception +16
HP 154; Bloodied 77
AC 24; Fortitude 29, Reflex 23, Will 23
Vulnerable to Fire
Tentacle slap (standard; at-will) * Tentacle
Reach 2; +15 vs AC; 3d6 + 5 damage
Snag and Squeeze (standard; recharge 56) * grapple
Reach 2; +13 vs Reflex; 4d10 + 5 damage. Reaches out with short tentacle, grabs, and pulps.
Alignment: Evil Languages: Sylvan
Skills: Athletics +12
Str 28 (+15) Dex 16 (+9) Wis 16 (+9)
Con 24 (+13) Int 10 (+6) Cha 14 (+8)
Arboreal Kraken Tactics
Striking from the trees, and keeping out of easy melee range, the Arboreal Kraken slaps freely at targets within range, then will snag someone weak and plump for food, not ingesting until the target is dead.
Arboreal Kraken Lore
Nature 22 – A gas bladder in their abdomen helps then navigate the upper canopy of the pine barrens. They are cruel creatures with a long memory, and will stalk “the one that gets away” for days just out of spite.
In actual play, I ambushed the party with this beasite when they were already in a running battle with Drow raiders. Though most of the party didn’t know anything about the creature, the appearance (and the terror response of the Drow) really helped seal the threat.