Baolen
Level 18Attacks
Abilities
Cost 1 Mythic Point Effect The creature ends one condition affecting it.
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.
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.
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.
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.
(2d10+17) bludgeoning, DC 40 fortitude. On a failed save, a creature that is holding its breath loses 1d4 rounds worth of air. The monster deals the listed amount of damage to any number of creatures Grabbed or Restrained by it. Each of those creatures can attempt a basic Fortitude save with the listed DC.
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.
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.
The kraken releases a cloud of black, venomous ink in an 80-foot emanation. 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 2d6 rounds, and the cloud dissipates after 1 minute.
The kraken moves through the water up to 280 feet in a straight line without triggering reactions.
The creature has a pool of 3 Mythic Points, and can spend those Mythic Points for any of the actions it has.
Cost 1 Mythic Point Effect Baolen regains an expended spell.
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)
Requirements The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature Grabbed or Restrained Effect If used after a Strike, the monster attempts to Grapple the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty. The monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn.
Description
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.