Kraken


 

Kraken, CR 23

Gargantuan aberration, chaotic evil
Armor Class 18
Hit Points 472 ( 27d20+189 )
Spell Points
Speed 20ft Swim: 60ft

STR

26
+10

DEX

11
+0

CON

21
+7

INT

20
+6

WIS

18
+4

CHA

19
+5

Proficiency Bonus 7
Saving Throws Str 1d20+7 , Dex 1d20+7 , Con 1d20+14 , Wis 1d20+11
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities lightning
Condition Immunities frightened, paralyzed
Senses Truesight 120 ft., Passive Perception 12
Languages telepathy 120 ft.

Special Abilites

Supra-amphibious. The kraken can breathe air, water, or any other gas or liquid.   Freedom of Movement. The kraken 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. The kraken deals double damage to objects and structures.

Actions

Multiattack. The kraken makes three tentacle attacks, each of which it can replace with one use of Fling.   Bite. Melee Attack: 1d20+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 the kraken, 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 the kraken's turns.   If the kraken 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 the kraken. If the kraken dies, a swallowed creature is no longer Restrained by it and can escape from the corpse using 15 feet of movement, exiting prone unless it is underwater.   Tentacle. Melee Attack: 1d20+17 to hit, reach 30 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. The kraken has ten tentacles, each of which can grapple one target.   Fling. One Large or smaller object held or creature grappled by the kraken 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.   Lightning storm. The kraken magically creates three bolts of lightning, each of which can strike a target the kraken can see within 120 feet of it. A target must make a DC 23 Dexterity saving throw, taking 22 ( 4d10 ) Lightning Damage on a failed save, or half as much damage on a successful one.   Dominate. One creature grappled by the kraken must make a DC 23 Wisdom saving throw or be Charmed as long as the kraken maintains Concentration (as if concentrating on a spell). As long as it is charmed and on the same plane as the kraken, the kraken and the charmed creature have a telepathic link, which the kraken can use to issue commands. The kraken can specify a simple and general course of action, such as "Attack that creature," "Run over there," or "Fetch that object." If the creature completes the order and doesn't receive further direction from the kraken, it defends and preserves itself to the best of its ability. Each time the creature takes Damage, it makes a new Wisdom saving throw. If the saving throw succeeds, the effect ends.   Ink Cloud. While underwater, the kraken expels an ink cloud in a 60-foot radius. The cloud spreads around corners, and that area is Heavily obscured to creatures other than the kraken. 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 the kraken's next turn.   Alternatively, the kraken can bind its ink directly to its skin, employing magic to turn the ink into a breathable casing that protects against the atmosphere and material of any foreign environment, including the vacuum of empty space. The ink casing grants it a flying speed of 120 ft. While employing its ink in this way, it cannot expel another ink cloud. It may end the effect at any time, and may not use its ink cloud again until it takes a Long Rest

Legendary Actions

The kraken can take 3 epic actions, choosing from the options below. Only one epic action option can be used at a time and only at the end of another creature's Turn. The kraken regains spent epic actions at the start of its turn.   Tentacle Attack or Fling. The kraken makes one tentacle attack or uses its Fling.   Lightning Storm (Costs 2 Actions). The kraken uses Lightning Storm.   Ink Cloud (Costs 3 Actions). The kraken uses Ink Cloud.



 
 

Item drops

Treasure Drops


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