ImmatureAdult


The krajen develop in three stages: small spaceborne spores (easily removed with cure disease, or the like), an immature stage resembling a barnacle, and the enormous adult stage that is the bane of the spacelanes.

Combat

Wildspace Traits[new] (Ex): Krajens do not require air to survive.

Immature

Tiny Magical Beast (Wildspace)
Hit Dice: 1/2 d10+1 (3 hp)
Initiative: -2 (Dex)
Speed: 5 ft. (1 squares)
Armor Class: 11 (+2 size, -2 Dex, +1 natural), touch 10, flat-footed 11
Base Attack/Grapple: +1 / -10
Attack: Tentacle +1 melee (1d2-3 plus paralysis)
Full Attack: Tentacle +1 melee (1d2-3 plus paralysis)
Space/Reach: 2-1/2 ft. / 0 ft. (5 ft. with tentacle)
Special Attacks: Paralysis, Reach, Weaken Structure
Special Qualities: Darkvision 120 ft., Low-Light Vision, Wildspace Traits[new]
Saves: Fort +3, Ref +0, Will +0
Abilities: Str 4, Dex 6, Con 13, Int —, Wis 10, Cha 2
Skills:
Feats: Weapon FinesseB
Environment: Asteroids or wildspace
Organization: Colony (10-100)
Challenge Rating: 1/10
Treasure: None
Alignment: Always neutral
Advancement: 1 (Tiny), 2 (Small)
Level Adjustment:

The creature resembles an aquatic barnacle about 1-foot across. A long tentacle waves around it defensively.

Immature krajens destroy the surface they are moored to, and are therefore a bane to ships. They prefer fouled air to clean air, and are never found on large, life-bearing planets or asteroids.

Combat

If attacked, immature krajens release chemicals that aggravate all other krajens in the same air envelope. Once an opponent has been paralyzed, a krajen will usually shuffle off to a new piece of the ship. If aggravated, they will continue to attack.

Paralysis (Ex): Those hit by an immature krajen's tentacle attack must succeed on a DC 11 Fortitude save or be paralyzed for 2d4 rounds. The save DC is Constition based.

Reach (Ex): An immature krajen's long tentacle gives it a natural reach much larger than other Tiny creatures. Treat an immature krajen as having a reach equal to a creature one size larger.

Weaken Structure (Ex): An immature krajen will slowely digest any surface it is attached to, making them a bane to ships of all kinds. It does 10 points of damage (bypassing Hardness) per month. Once it has fed for approximately two months, the immature krajen will detach and drift of to grow into an adult krajen.

Adult

Gargantuan Magical Beast (Wildspace)
Hit Dice: 20d10+180 (290 hp)
Initiative: +0
Speed: Fly 50 ft. (average) (10 squares)
Armor Class: 18 (-4 size, +12 natural), touch 6, flat-footed 18
Base Attack/Grapple: +20 / +44
Attack: Tentacle +28 melee (2d8+12/19-20)
Full Attack: Tentacle +28 melee (2d8+12/19-20) and 12 sentry tentacles +23 melee (1d4+6 plus paralysis)
Space/Reach: 20 ft. / 15 ft. (60 ft. with tentacle)
Special Attacks: Constrict 4d6+12, Improved Grab, Paralysis
Special Qualities: Darkvision 120 ft., Low-Light Vision, Wildspace Traits[new]
Saves: Fort +23, Ref +12, Will +9
Abilities: Str 34, Dex 11, Con 29, Int 3, Wis 12, Cha 8
Skills: Hide +0, Listen +8, Spot +13*
Feats: Alertness, Blind-Fight, Great Fortitude, HoverB, Improved Critical (tentacle), Improved Natural Attack (constrict), Iron Will
Environment: Wildspace near asteroids
Organization: Solitary
Challenge Rating: 14
Treasure: None
Alignment: Always neutral
Advancement: 21-32 HD (Gargantuan), 33-60 (Colossal)
Level Adjustment:

This creature loosely resembles an immense squid with a streamlined body over 30 feet long. A mass of small tentacles surrounds a thick central one.

Adult krajens resemble aquatic squid. Their body is dominated at one end by a thick central tentacle, the base of which is surrounded by a cluster of smaller "sentry" tentacles.

Combat

Adult krajens attack anything that comes within comfortable distance of them. They prefer to crush Huge or large objects with their central tentacle, while using the sentry tentacles to defend themselves against smaller opponents. It won't use more than two sentry tentacles to attack a single Medium-sized target.

Krajens don't start feeding until all their opponents are paralyzed or slain, crushing the paralyzed survivors.

Improved Grab (Ex): To use this ability, the krajen must hit with a 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 krajen deals an automatic 4d6+12 points of tentacle damage with a successful grapple check.

Paralysis (Ex): Those hit by an adult krajen's "sentry" tentacle attack must succeed on a DC 29 Fortitude save or be paralyzed for 3d10 rounds. The save DC is Constition based.

Skills: * Krajens receive a +4 racial bonus to Spot checks.

[new] - See Monsters in Spelljammer.