Adolescent Krakon in Windrose bestiary | World Anvil
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Adolescent Krakon

Gifts:
Hit the deck: (known as the enemies of ships far and wide, sailors have been known to not even fight back when they see a Krakon as to do otherwise would be pointless) whenever a adolescent Krakon would be able to do damage to a sea vessel they can get rid of it’s movement and any other ability it has until the ship is sufficiently repaired.
Unseable depths: (even an adolescent Krakon is a being full of mysteries humans can’t even begin to guess what it is thinking or if it even has feelings) while in the water all of the adolescent attributes are treated as blue if their enemy is also submerged they can add up all their swings for roles to do
Well armed: every turn an Adolescent Krakon can summon two tentacles.   Possible rewards:  Krakon Blood: Material (one of the most sought after materials by alchemists and inscriptions and certain groups of wealthy individuals who can use it for it's other benefit) a Krakon's blood is extremely potent ingredient in any mixture or rune having to do with the incomprehensible or anything related to water additionally any person with aquatic feature who consume Krakon's blood temporarily have those parts of themselves appear more dominate as well as gaining an ability to communicate with any creature who's natural habitat is the sea.              Flaw Deeper wounds: A flaw that can be gained by anyone who has taken a wound from the Krakon (you remember the feeling of drowning all to well and now every time you enter water you can't help but feel the monsters tentacles slowly constricting you) the owner of this flaw is terrified of being in any body of water larger then a kiddie pool and must do anything in their ability to avoid a situation where they would be forced to interact with bodies of water. In a situation where the person is forced to be in a body of water they immediately take a wound. Whenever the owner of this flaw would be moved without their consent they can roll to do to instead move the person who initiated this ability up to the amount they would have been moved as well as dealing damage equal to their swing plus 4 for every wound they currently have. What is needed for the removal of this flaw is entirely up to the gm.           

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