Atop a pedestal sits is a mighty sand kraken, one of many horrific predators held in high regard by the cult. Normally immobile, this sand kraken is a more active hunter that can crawl and burrow to seek out prey. It appears as a 10-tentacled squid-like monstrosity with huge eyes and a fang-filled mouth.
Elite Sand Kraken CR 8
Tactics The creature shakes off its calcite coating and comes to life, immediately attacking the transgressor. It does not attack anyone who offered a proper Prayer unless that creature attacks first. If possible, it splits its tentacle attacks among as many different targets as it can.
Morale It fights to the death, but does not pursue foes out of this room. If attacked from beyond at range, it simply closes the doors or slides to the north or south of the door to get out of line of sight. If this tactic doesn’t protect it, the monster begrudgingly thunders forth from the room to attack foes beyond.
Str 18, Dex 14, Con 25, Int 7, Wis 13, Cha 3
Base Atk +6; CMB +11 (+15 to grapple); CMD 23 (cannot be tripped)
Feats Improved Initiative, Improved Natural Armor, Iron Will, Multiattack
Skills Perception +12, Stealth -2 (+14 when buried), Survival +12
SQ tentacle regeneration
A sand kraken can bury itself with great skill in sand or loose soil—doing so takes the sand kraken a minute, but grants it a +16 Racial bonus on Stealth checks
A foe can attack a sand kraken’s tentacles individually; each has 15 hit points. The loss of a tentacle does not harm the sand kraken’s hit point total, and lost tentacles regrow in 1d4 days.
Section 15 Copyright Notice
Pathfinder 20: House of the Beast. Copyright 2009, Paizo Publishing, LLC; Author: Tim Hitchcock.