Verge Kraken
| Statistic | Value |
|---|---|
| Size/Type | Gargantuan Construct |
| Hit Dice | 20d10+60 (170 hp) |
| Initiative | +5 |
| Speed | Fly 20 ft. (perfect) (4 squares), swim 20 ft. |
| Armor Class | 7 (-4 size, +1 Dex), touch 7, flat-footed 7 |
| Base Attack/Grapple | +15/+39 |
| Attack | Tentacle +23 melee (2d8+12/19–20) |
| Full Attack | 2 tentacles +23 melee (2d8+12/19–20) and 6 arms +18 melee (1d6+6) and bite +18 melee (4d6+6) |
| Space/Reach | 20 ft./15 ft. (60 ft. with tentacle, 30 ft. with arm) |
| Special Attacks | Improved grab, constrict 2d8+12 or 1d6+6, disruption, disintegration |
| Special Qualities | Darkvision 60 ft., ink cloud, jet, low-light vision, telepathy 60 ft., immunities, construct traits |
| Saves | Fort +6, Ref +7, Will +13 |
| Abilities | Str 24, Dex 12, Con ―, Int 21, Wis 20, Cha 20 |
| Skills | Concentration +21, Diplomacy +7, Hide +1, Intimidate +16, Knowledge (void) +17, Knowledge (nature) +16, Listen +30, Search +28, Sense Motive +17, Spot +30, Survival +5, Swim +20, Use Magic Device +16 |
| Feats | Alertness, Blind-Fight, Expertise, Improved Critical (tentacle), Improved Initiative, Improved Trip, Iron Will |
| Environment | Any vacuum plane |
| Organization | Solitary |
| Challenge Rating | 12 |
| Treasure | None |
| Alignment | Usually neutral evil |
| Advancement | 21–32 HD (Gargantuan); 33–60 HD (Colossal) |
| Level Adjustment | ― |
Description
A solitary creature, the verge kraken roams the void following the directives of its life form. Although it has no need to eat, it will eagerly attack any creatures smaller than itself, tearing them into shreds.
It has a physical form identical to the sea-dwelling kraken, although coruscating energies continually wash across its flesh.
Combat
The verge kraken fights much as its natural counterpart, although it is not nearly as tough or potent an opponent.
Disruption (Su): The natural attacks of a verge kraken deal damage normally against incorporeal or ethereal creatures. The attacks count as either incorporeal or corporeal at any given time, whichever is more beneficial to the verge creature.
Disintegration (Ex): Corporeal creatures or objects that inflict damage to a verge kraken must make a successful Fortitude save or take 5d6 points disintegration damage. Creatures or objects that are reduced to 0 or fewer hit points by this ability are entirely disintegrated, leaving behind only a trace of fine dust.
Improved Grab (Ex): To use this ability, the verge kraken must hit with an arm or tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.
Constrict (Ex): A verge kraken deals automatic arm or tentacle damage with a successful grapple check.
Immunities (Su): Verge kraken are not affected by cold, acid, or sonic energy.
Jet (Ex): A verge kraken can jet backward once per round as a full-round action, at a speed of 280 feet. It must move in a straight line, but does not provoke attacks of opportunity while jetting.
Ink Cloud (Ex): A verge kraken can emit a cloud of jet-black ink-like energy particles in an 80-foot spread once per minute as a free action. The cloud provides total concealment, which the verge kraken normally uses to escape a fight that is going badly. Creatures within the cloud are considered to be in darkness.
Skills: A verge kraken has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
Creating a Verge Creature
"Verge" is an inherited creature that can be added to any corporeal creature (referred to hereafter as the base creature).
A verge creature uses all the base creature's statistics and special abilities except as noted here.
Size and Type: The creature's type changes to construct. They lose any sub-types of the base creature. Size is unchanged. Do not recalculate the creature's skills.
Speed: A verge creature can fly with perfect maneuverability at the highest speed of the base creature.
Armor Class: A verge creature loses any armor class bonuses due to natural armor or deflection.
Base Attack Bonus: A verge creature's base attack bonus is equal to ¾ its Hit Dice.
Special Attacks: A verge creature retains only the base creature's extraordinary special attacks. Verge creatures gain the following.
Disruption (Su): The natural attacks of a verge creature deal damage normally against incorporeal or ethereal creatures. The attacks count as either incorporeal or corporeal at any given time, whichever is more beneficial to the verge creature.
Disintegration (Ex): Corporeal creatures or objects that inflict damage to a verge creature must make a successful Fortitude save or take 2d6 points disintegration damage +1d6 points for each size category above Medium. Creatures or objects that are reduced to 0 or fewer hit points by this ability are entirely disintegrated, leaving behind only a trace of fine dust.
Special Qualities: A verge creature retains only the extraordinary special qualities of the base creature, losing any supernatural and spell-like abilities but gaining the construct traits. A verge creature also gains the following special qualities.
Telepathy (Su): A verge creature with an intelligence score of 3 or better can communicate with other creatures that have a language, provided they are within 60 feet.
Immunities (Su): Verge creatures are not affected by cold, acid, or sonic energy.
Saves: Base save bonuses are Fort +1/3 HD, Ref +1/3 HD, and Will +1/3 HD.
Abilities: A verge creature's Dexterity increases by +2, and it has no Constitution score. Otherwise same as the base creature.
Environment: Any vacuum plane.
Treasure: None.
Level Adjustment: Same as base creature +1.
Also in this section of the source
Virikas
By Robert J. Hall
| Statistic | Value |
|---|---|
| Size/Type | Tiny Outsider (Chaotic, Evil) |
| Hit Dice | ½d8 (2 hp) |
| Initiative | +3 |
| Speed | 20 ft. (4 squares) |
| Armor Class | 17 (+2 size, +3 Dex, +2 natural), touch 15, flat-footed 14 |
| Base Attack/Grapple | +0/-10 |
| Attack | Bite +5 melee (1d3-2) |
| Full Attack | Bite +5 melee (1d3-2) |
| Space/Reach | 2-½ ft./0 ft. |
| Special Attacks | ― |
| Special Qualities | Damage reduction 2/good, darkvision 60 ft., resistance to cold 10 and fire 10, immunity to poison, fast healing 1, scent |
| Saves | Fort +2, Ref +5, Will +4 |
| Abilities | Str 6, Dex 17, Con 10, Int 7, Wis 14, Cha 6 |
| Skills | Escape Artist +5, Hide +15, Intimidate +1, Listen +6, Move Silently +7, Search +1, Spot +6 |
| Feats | Weapon Finesse |
| Environment | Any chaotic evil-aligned plane |
| Organization | Swarm (10–40) |
| Challenge Rating | ¼ |
| Treasure | None |
| Alignment | Always chaotic evil |
| Advancement | 1–2 HD (Tiny) |
| Level Adjustment | ― |
A tiny, demonic creature opens its fanged mouth and lets out a threatening hiss, releasing a mist of blood. The beast has a brilliant red hide, narrow eyes, and large, pointed ears.
These diminutive, humanoid demons stand less than eighteen inches in height. Their flesh and hair is a flaming reddish hue, and their sharp fangs are constantly bloodstained. The demonic virikas enjoy preying on the sick and injured, and they attack in an excited, jabbering horde. Individually, the virikas are not much of a threat, but as a group they are feared even by lesser demons. The virikas always appear surrounded by a reddish mist resembling a cloud of blood.
Some believe burning flowers and incense can appease the virikas. In actuality they have a strong dislike of scented blossoms and will avoid areas heavy with flowers.
Combat
When given the opportunity, virikas will attack from surprise, hiding from sight until an opportunity to strike presents itself. The virikas enjoy swarming foes, and, instead of forming a line of battle, they will gang up against a few opponents. They first attack those opponents who look the most vulnerable, dodging tougher foes until the weaker party members have been cut down.