# Kraken, Astral
>[!rimg]+
> ![[Placeholder2.png]]
> >[!debug]+
> >slam: 2d6 (×2)
> >tentacle: 2d6 (×2)
> >Melee/Ranged: +23/+12
> >Secondary: +18/+7
> >Multiattack: +21/+10
> >M/R_PA: +23/+12
> >2nd/PA: +18/+7
> >MA_PA: +21/+10
> >Itterative: 3
> > xDmg:: Str: +12; Str2: +18; StrOH: +6; StrPA: +12; StrPA2H: +18; StrPAOH: +6
> > xDCs:: Str: 32; Dex: 21; Con: 28; Int: 20; Wis: 22; Cha: 21
> > xFeat:: —/0 (0)
> >
> >
> > xLang:: 0/0 (0)
<div class="grid-container"><div class="MON">Astral Kraken</div>
<div class="CR">CR 16 (76,800 XP)</div>
<div class="SOU">Planar Handbook</div>
<div class="SYS">Dungeons & Dragons 3.5</div></div>
N Gargantuan Vermin
**Init** +1
**Senses** blindsight 120 ft., darkvision 60 ft.; **Perception** +2
#### defense
**AC** 27, 7 touch, 26 flat-footed (+1 Dex, +20 natural, -4 size)
**hp** 240 (20d8+160)
**Fort** +20, **Refl** +7, **Will** +8
**Feint** —, **Demoralize** —
**SR** 27
#### offense
**Speed** fly 60 ft. (average)
**Melee** slam +45 (2d8+16), tentacle +43 (2d8+8 plus grab)
**Space** 20 ft., **Reach** 10 ft. (60 ft. with tentacle)
**Special Attacks** astral cocoon, energy drain
#### statistics
**Str** 34, **Dex** 13, **Con** 27, **Int** —, **Wis** 14, **Cha** 12
**BAB** +15, **CMB** +31, **CMD** 42, **TA** +23, **RTA** +12
**Languages**
#### special abilities
### Astral Cocoon (Su)
If an astral kraken begins its turn with a creature pinned, it can encase the creature in an astral cocoon. Creatures in an astral cocoon cannot escape the grapple or leave the astral plane, but can attempt a strength check to break the cocoon. The break DC starts at 10, and increases by 10 for each additional round that the astral kraken fortifies the coccon, to a maximum of 30.
### Energy Drain (Su)
An astral traveler trapped in an astral kraken's cocoon gains one negative level per day as the astral kraken begins feeding on the victim's life energy. This energy drain begins 24 hours after the victim is first cocooned, and the victim does not receive a Fortitude save to remove negative levels until he is freed from the astral cocoon. (The Fortitude save DC to remove a negative level is 21). For each such negative level bestowed, the astral kraken gains 5 temporary hit points. If an opponent is slain by an astral kraken in this fashion, his physical body dies as well, and can only be resurrected by a wish, limited wish, or miracle spell. When an astral kraken sights prey, it attempts to ensnare a victim in its tentacles. As soon as it succeeds on a grapple attempt, it moves away from any remaining opponents (if possible) and consolidates its hold on the grappled opponent by grappling with at least one more tentacle (depending on whether it is still in combat or not). An opponent can make sunder attempts against an astral kraken's tentacles as if they were weapons; the tentacles have AC 30 and 18 hit points. If an astral kraken is currently grappling a target, it usually uses any free tentacles to make its attacks of opportunity against the sunder attempt. Severing an astral kraken's tentacle deals damage to the astral kraken equal to half the limb's full normal hit points. An astral kraken withdraws from combat if it loses three or more tentacles. An opponent grappled by an astral kraken faces one of two fates. If the opponent is native to the Astral Plane (not an astral traveler), the astral kraken attempts to deal bite damage to the target each round. If the opponent is connected by a silver cord to a physical body elsewhere, the astral kraken attempts to cocoon the opponent for a later meal.