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Krawsēv the Under Sun

Krawsēv the Under Sun CR: 24 (62,000 XP)

Gargantuan monstrosity (titan), chaotic evil
Armor Class: 17 (natural armor)
Hit Points: 472 (27d20 + 189)
Speed: 20 ft , swim: 60 ft

STR

30 +10

DEX

11 +0

CON

25 +7

INT

22 +6

WIS

18 +4

CHA

20 +5

Saving Throws: STR +17, DEX +7, CON +14, INT +13, WIS +11
Damage Immunities: Lightning, Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities: Charmed, Exhaustion, Frightened, Paralyzed
Senses: Truesight 120 ft., Passive Perception 14
Languages: Abyssal, Celestial, Infernal, Primordial, Telepathy 120 ft. but can't speak
Challenge Rating: 24 (62,000 XP)

Amphibious. Krawsēv can breathe air and water.   Freedom of Movement. Krawsēv ignores difficult terrain, and magical effects can't reduce its speed or cause it to be restrained. It can spend 5 feet of movement to escape from nonmagical restraints or being grappled.   Siege Monster. Krawsēv deals double damage to objects and structures.

Actions

Multiattack. Krawsēv makes three tentacle attacks, each of which it can replace with one use of Fling. Bite. Melee Weapon Attack: +17 to hit, reach 5 ft., one target. Hit: 23 (3d8 + 10) piercing damage. If the target is a Large or smaller creature grappled by Krawsēv, that creature is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the kraken, and it takes 42 (12d6) acid damage at the start of each of Krawsēv's turns.   If Krawsēv takes 50 damage or more on a single turn from a creature inside it, the kraken must succeed on a DC 25 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of Krawsēv. If Krawsēv dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone.   Tentacle. Melee Weapon Attack: +17 to hit, reach 50 ft., one target. Hit: 20 (3d6 + 10) bludgeoning damage, and the target is grappled (escape DC 18). Until this grapple ends, the target is restrained. Krawsēv has ten tentacles, each of which can grapple one target.   Fling. One Large or smaller object held or creature grappled by Krawsēv is thrown up to 60 feet in a random direction and knocked prone. If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 18 Dexterity saving throw or take the same damage and be knocked prone.   Sun Storm. Krawsēv magically creates three bolts of radiant light, each of which can strike a target that Krawsēv can see within 120 feet of it. A target must make a DC 23 Dexterity saving throw, taking 22 (4d10) radiant damage on a failed save, or half as much damage on a successful one.   Sun Summoner. Krawsēv's under belly suddenly flares with bright sunlight and sheds lights within a 120 foot radius. This effect lasts one minute. While active all creatures have disadvantage on attacking Krawsēv if they rely on sight. All attacks made against creatures that are not Krawsēv have advantage as long as they can see there target.

Legendary Actions

Krawsēv can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The kraken regains spent legendary actions at the start of its turn.   Tentacle Attack or Fling. Krawsēv makes one tentacle attack or uses its Fling.   Sun Storm (Costs 2 Actions). Krawsēv uses Sun Storm.   Ink Cloud (Costs 3 Actions). While underwater, Krawsēv expels an ink cloud in a 60-foot radius. The cloud spreads around corners, and that area is heavily obscured to creatures other than Krawsēv . Each creature other than the kraken that ends its turn there must succeed on a DC 23 Constitution saving throw, taking 16 (3d10) poison damage on a failed save, or half as much damage on a successful one. A strong current disperses the cloud, which otherwise disappears at the end of Krawsēv's next turn.

Lair Actions

On initiative count 20 (losing initiative ties), the kraken takes a lair action to cause one of the following magical effects:

  • A strong current moves through Krawsēv’s lair. Each creature within 60 feet of the kraken must succeed on a DC 23 Strength saving throw or be pushed up to 60 feet away from Krawsēv. On a success, the creature is pushed 10 feet away from Krawsēv.
  • Creatures in the water within 60 feet of Krawsēv have vulnerability to radiant damage until initiative count 20 on the next round.
  • The water in Krawsēv’s lair becomes electrically charged. All creatures within 120 feet of the kraken must succeed on a DC 23 Constitution saving throw, taking 10 (3d6) lightning damage on a failed save, or half as much damage on a successful one.

Krawsēv lives in dark depths, usually a sunken rift or a cavern filled with detritus, treasure, and wrecked ships.

Relationships

Aldron Briggs

Master

Towards Krawsēv the Under Sun

-3
-4

Krawsēv the Under Sun

Servant

Towards Aldron Briggs

-1
-4

Traits

  • Age: 621
  • Race: Kraken
  • Pronouns: He/They/Them
  • Eyes: Glowing yellow
  • Hair: None
  • Skin: Purple and blue blubber with metal fused beneath the skin.

Questlines

Personality

Extremely greedy and self centered. Is only afraid of the Quinticent and more specifically the Allahant family.

Physical Description

An enormous kraken with glowing green and yellow suckers with bronze and silver used to expand the already massive creature. It was as if the creature was torn apart and put back together again.

Plot Hooks

  • If Aldron is killed than Krawsēv will be free and Aldron's daughters will be bound to him if there still alive. For a while Krawsēv will continue to steal precious metals in order to expand himself, hoping to one day hold the entire world in his grasp.
  • If Krawsēv is left alone for too long then merrow and other underwater creatures will start to raid all everywhere around the Trident, probably causing the party to go after the creature.
  • If the party kills Krawsēv they will find that the material used to make the creature were initially created by the Quinticent. They will also find the creature's core which can act as a key to get into the Quinticent's main complex.
  • They are possibly trying to resurrect or build a new entity. A feminine jellyfish type of lady. (Inspired by the creature in the wallpaper.)

Mini Backstory

  • 1-20 Years Old: From birth Krawsēv was experimented on by the original leader of the Quintecent. He was turned into a mechanical monstrosity and was released into the wild.
  • 21-593 Year Old: As he grew he would forever fear the Quintecent but used his unique augmentation to become a feared tyrant, always expanding, always consuming. He took in many servants but not many truly interested him as he outgrew all of them.
  • 594-606 Years Old: He took in Aldron Briggs and made him his servant. He used him to produce more potent magic and methods of expansion.
  • 607 Years Old: Somehow Aldron managed to reverse the pact that they had made so he was in control of Krawsēv. He now serves as Aldrons lap dog, eternally searching for some method of escape.
Spouses
Siblings
Children

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