The kraken is one of those sleeper hit monsters. It’s been floating around (ha!) for
years in the various (A)D&D Monster
Manuals/Compendiums as the
biggest and baddest of sea monsters (especially since actual sea serpents or even
sea dragons haven’t survived in any consistent fashion from edition to
edition). But since late 2e/early
3.0 or so, krakens seem to have taken on new significance as evil masterminds
of the deep—rivals to the aboleths in power and even more self-sufficiently
arrogant. They obviously work
great as capstone villains to pirate/swashbuckling campaigns, and they’ve
adapted equally well to non-Western settings, from Wolfgang Baur’s “Campaign
Journal: Scimitars against the Dark” in Dragon
Magazine 198 to Pathfinder’s Dragon
Empires Gazetteer. Now they
are not just ship-destroying beasts, but also island slavers, undersea
emperors, and artifact hoarders.
The kraken is also a great example of how a powerful
monster’s spell-like abilities don’t have to scream, ”I am using a spell-like
ability!” Players can imagine fowl
weather simply following a kraken the way comets circle the sun without you ever
needing to say, “The kraken casts control
weather/winds.” And it might dominate sea creatures and resist
energy by pure will alone.
Likewise, for a more powerful kraken, the Advanced Players Guide is simply dripping with spells to swap in or
add to the repertoire, from hydraulic
torrent and seek thoughts all the
way up to mass suffocation and tsunami.
A party of disparate
wanderers comes together when they defeat a press gang bearing coins
stamped with the sign of a squid.
Defeating the rogue privateers, they launch their careers as
adventurers, taking missions up and down the coast. Along the way, they aid tritons against devilfish marauders,
help some knights templar escort a black bird statuette to Angel Bay, and stop
a delegation of marsh giants and scrags from allying with the cannibal stone
giants and jotund trolls of Gullet Pass.
And throughout all these encounters, the sign of the squid haunts
them. There is a mastermind at
work somewhere, whose tentacles seem to be everywhere…
The adoption of black
powder has been slow on the world of Chelon for a very simple reason: The
kraken Velessimar forbids it. Rightly
identifying firearms as a leveling force that even magicians have cause to
fear, Velessimar has done all she can to wipe out knowledge of this
technology. Legions of merfolk
slaves, skum chattel, and dominated
animals report to her of any nation developing guns, cannons, or mines, and she
goes out of her way to destroy coastal nations that dabble in black powder or to
engineer the fall of those landlocked governments beyond her reach.
Most krakens are
delighted that the aboleth empires of old have fallen. But they still find themselves
compelled to explore and even dwell in the cities of their ancient rivals. Lurking Appetite is one such kraken; he
dwells in the sunken aboleth City of the Open Eye. In doing so, he has succumbed to the whispers of the Old
Ones, the ancient cosmic powers the aboleths served and respected (if not
revered). He now works to expand
his skill as a summoner and weaken the boundaries between this world and the
Dark Beyond. Worse yet, he has
recently unearthed a heretofore-unknown word of power (Ultimate Magic), boosting his might still further.
—Pathfinder Bestiary
184
Above? Was that
a The Maltese Falcon reference? Yes.
Obviously, for more on the Pathfinder kraken, check out
Anthony Pryor’s entry in Mythological
Monsters Revisited.
And a many-tentacled shout-out to Jim Bambra’s PC3 The Sea People Creature Crucible!
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