The Pathfinder Bestiary, and the long line of monstrous encyclopedia that came before it, do a great job of attacking the problem of providing game statistics and mechanical information for a very wide variety of creatures. There are a lot of strange creatures from fantasy novels and movies, from ancient mythology, and, as time went on, from the twisted minds of game designers and even GMs, for that matter. Anyone today who tried to go about creating an extensive bestiary of all the different cool and interesting fantasy monsters could fill three or four volumes with three hundred monsters each, and still have a long way left to go, with fans crying out for various "forgotten" monsters to get some attention. That kind of breadth doesn't leave a whole lot of room for depth, and that's where Exotic Encounters comes in.
There are all kinds of reasons why you might not want to use a monster stat-block straight from the core rules. For one thing, if your players have a habit of browsing through such books, or are long-time veterans who know the basic ins and outs of most fantasy staples, you may need an unusual stat-block just to throw them a curve ball and teach them that they can't count on their out of character knowledge to take all the mystery out of the game. Alternatively, many GMs can recall a time when they wanted to make use of a certain monster in their game, only to find that it was a few CRs too high or low for what they had in mind.
Exotic Encounters takes a single, iconic monster, and creates three new variants on that theme. These variants aren't simple tweaks, and are more than simply advancing or removing Hit Dice, though that occurs as well. Each of these three variations on the monster's theme has a specific, flavorful goal in mind, and a role to play, and their statistics entries are gently massaged in order to make them fit those roles. Further, each of these variants comes with brand new specially-crafted special abilities, which are unique to Exotic Encounters and not found anywhere else.
This particular installment of Exotic Encounters focuses on the kraken. These oceanic titans are staples of oceanic fantasy (and science fiction), and it seems a wonder that any ship can cross the ocean without being downed by one of these great squids. In the transition from 3.5 OGL to Pathfinder, the mighty kraken got much mightier, skyrocketing its CR up into a realm where few players are likely to reach. As a result, all of the krakens in this book attempt to create meaningful encounters with evil squids that can be fairly attempted by characters who aren't nearly at their peak already. The first of these is the barbed kraken (CR 8), a smaller kraken that lacks the size, shipwrecking capacity, and magical talent of the standard kraken, but which has poisonous and debilitating barbs on its long arms, and a maddening glare fitting for a monster of the deep. The seaquake kraken (CR 13) specializes in creating giant vortices in the water, which it uses to sink ships and devour their crews. Finally, the dominator kraken (CR 15) is even more intelligent than its kin, and can project a telepathic field that allows it to control each and every creature within range.