Baolen

Level 18
Creature· aquaticUniqueGargantuanRemaster
AC
42
HP
360
Speed
10 ft.
Perception
+31
Fort
+35
Ref
+28
Will
+31
Immunities controlled
Resistances cold 10, poison 20, mythic 9
Languages azlanti, common, thalassic
Senses darkvision
Skills athletics +37, arcana +35, occultism +33, society +33, intimidation +32, nature +31, religion +31
Other Speeds swim 40 ft.
Recall Knowledge DC 48 (nature)

Attacks

Melee Arm +37 (magical, reach 40 ft.), Damage 4d10+17 bludgeoning
Melee Tentacle +37 (agile, magical, reach 60 ft., unarmed), Damage 3d10+17 bludgeoning
Melee Beak +37 (magical, reach 20 ft., unarmed), Damage 3d10+17 piercing

Abilities

Remove a Conditioninteraction

Cost 1 Mythic Point


Effect The creature ends one condition affecting it.

Altered Weather

A kraken reshapes the weather within 2 miles of it, with the effect of the Control Weather ritual centered on the kraken and based on its emotional state, at the GM's discretion. If the kraken dies, the weather returns to normal immediately.

Baolen is currently content in his place as an object of worship, though, so the surrounding weather remains calm.

Mythic Resilience (Fortitude and Will)

The creature treats its saving throws with the associated save as one degree of success better than it rolled. This is not cumulative with other effects that change their degree of success, like the incapacitation trait (except for rolling a natural 1 or 20). Each time the monster gains mythic resilience, choose one save. The ability should apply to the creature's highest saves first.

Susceptible to Confusion

Baolen's mythic resilience doesn't apply to Will saving throws he makes against the Confused condition. If Baolen starts his turn confused, he takes 6d10 mental damage.

Undying Myth

Cost all of Baolen's Mythic Points

Trigger Baolen would die and has at least 1 Mythic Point


Effect Baolen remains standing and conscious, and recovers 50% of his maximum Hit Points.

Constrict

(2d10+17)[bludgeoning], DC 40 fortitude. On a failed save, a creature that is holding its breath loses worth of air.


Curse of Flawed History

Saving Throw DC 37 will


Effect The target struggles to differentiate between alternate histories and how the past truly occurred. The creature takes a –2 status penalty to checks made to Recall Knowledge (or a –4 penalty on a critical failure). This curse has an unlimited duration.

Double Attack

The kraken makes two Strikes with two different arms or tentacles, each limb targeting a different creature. Double Attack counts as two attacks toward the kraken's multiple attack penalty, but the penalty doesn't increase until after both attacks are made.

If the kraken subsequently uses the Grab action, it Grabs any number of creatures it hit with Double Attack.

Ink Cloud

The kraken releases a cloud of black, venomous ink in an 80-foot area. This cloud has no effect outside water.

Creatures inside the ink cloud are exposed to retrocognitive ink poison and are Undetected while inside the cloud.

The kraken can't use Ink Cloud again for , and the cloud dissipates after 1 minute.

Jet

The kraken moves through the water up to 280 feet in a straight line without triggering reactions.

Mythic Power

The creature has a pool of 3 Mythic Points, and can spend those Mythic Points for any of the actions it has.

Recharge

Cost 1 Mythic Point


Effect Baolen regains an expended spell.

Retrocognitive Ink

Baolen is immune to this poison

Saving Throw DC 40 will

Maximum Duration 10 rounds

Stage 1 4d6 mental damage and Stupefied 1 (1 round)

Stage 2 5d6 mental damage, Stupefied 2, and the target is exposed to the curse of flawed history (1 round)

Grab

A kraken is an enormous, squid-like leviathan with a cruel intelligence. It hunts ships, whales, and heroes alike. The hatred and envy krakens hold for alghollthus, their rivals, has led many krakens to make their lairs in sunken cities, where they can sift through ancient lore and uncover long-lost arcane secrets.