Juvenile Kraken

Hidden in a deep, dark underwater pit near the Styes, this creature bears the mark of the dark god Tharizdun’s madness. Becoming more independent every day, it dreams of freeing itself from its aboleth tenders and wreaking its own foul will upon the seas.

Basic Information

Ecology and Habitats

Krakens could speak some languages of surface-dwelling races but most commonly spoke Common and Aquan.[4]   In the area around Serôs krakens were known to be actively hunted by both storm giants and merrows, keeping their population low.

Behaviour

Krakens were highly destructive and evil creatures. With their strong tentacles and massive strength, they could pull an entire ship down into the ocean. They often completely wiped tropical islands of all life, and deep beneath the ocean, they had cavernous lairs where they bred human slaves to feed and tend them.   Krakens attacked predominantly with their tentacles. They could both constrict opponents and bring them into the reach of the creature's huge jaws. In addition, krakens could also release an enormous cloud of jet-black ink, regenerate severed limbs, and even cast spells.

Juvenile Kraken CR: 14

Huge huge monstrosity (titan), chaotic evil, chaotic evil
Armor Class: 16 (natural armor)
Hit Points: 207 (18d12 + 90)
Speed: 20 20 ft., swim 50 ft. , swim: 50 20 ft., swim 50 ft.

STR

24 +7

DEX

11 +0

CON

20 +5

INT

19 +4

WIS

15 +2

CHA

17 +3

Saving Throws: STR +12, DEX +5, CON +10, INT +9, WIS +7
Skills: Amphibious. The kraken can breathe air and water.   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.
Damage Immunities: Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities: Frightened, Paralyzed
Senses: Truesight 120 ft., Passive Perception 14
Languages: Abyssal, Celestial, Infernal, Primordial, Telepathy 60 ft. but can't speak
Challenge Rating: 14 ( 11,500 XP)
Proficiency Bonus: +5

Lightning Strike. The kraken magically create a bolt of lightning, which can strike a target the kraken can see within 90 feet of it. The target must make a DC 18 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one.

Actions

Multiattack. The kraken makes two tentacle attacks, each of which it can replace with one use of Fling.   Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 20 (3d8 + 7) piercing damage.   If the target is a Medium 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 21 (6d6) acid damage at the start of each of the kraken’s turns. One Medium or two smaller creatures can be swallowed at the same time.   If the kraken takes 35 damage or more on a single turn from a creature inside it, the kraken must succeed on a DC 23 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in spaces 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 10 feet of movement, exiting prone.   Tentacle. Melee Weapon Attack: +12 to hit, reach 20 ft., one target. Hit: 17 (3d6 + 7) bludgeoning damage, and the target is grappled (escape DC 20). Until the grapple ends, the target is restrained. The kraken has ten tentacles, each of which can grapple one target.   Fling. One Medium or smaller object held or creature grappled by the kraken is thrown up to 40 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 13 Dexterity saving throw or take the same damage and be knocked prone.   Lightning Strike. The kraken magically create a bolt of lightning, which can strike a target the kraken can see within 90 feet of it. The target must make a DC 18 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one.

Legendary Actions

The kraken 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 (Costs 2 Actions). The kraken makes one tentacle attack.   Fling. The kraken uses Fling.   Ink Cloud (Costs 3 Actions). While underwater, the kraken expels an ink cloud in a 40-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 18 Constitution saving throw, taking 11 (2d10) 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.

Lair Actions

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 the kraken’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 the kraken. On a success, the creature is pushed 10 feet away from the kraken. Creatures in the water within 60 feet of the kraken have vulnerability to lightning damage until initiative count 20 on the next round. The water in the kraken’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.

A Kraken’s Lair A kraken lives in dark depths, usually a sunken rift or a cavern filled with detritus, treasure, and wrecked ships.

Regional Effects

The region containing a kraken’s lair is warped by the creature’s blasphemous presence, creating the following magical effects:   The kraken can alter the weather at will in a 6-mile radius centered on its lair. The effect is identical to the control weather spell. Water elementals coalesce within 6 miles of the lair. These elementals can’t leave the water and have Intelligence and Charisma scores of 1 (−5). Aquatic creatures within 6 miles of the lair that have an Intelligence score of 2 or lower are charmed by the kraken and aggressive toward intruders in the area. When the kraken dies, all of these regional effects fade immediately.

Hidden in a deep, dark underwater pit near the Styes, this creature bears the mark of the dark god Tharizdun’s madness. Becoming more independent every day, it dreams of freeing itself from its aboleth tenders and wreaking its own foul will upon the seas.

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