Baolen
CREATURE 18Male kraken
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.
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.
2d10+17 bludgeoning, DC 40 basic 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.
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.
Baolen is immune to this poison
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.