Medium Undead (Triton), Neutral Evil
Armor Class 10 Natural armor
Hit Points 60 (10d8 + 10)
Speed 30 ft., walk 30 ft.
STR
14 (+2)
DEX
10 (+0)
CON
16 (+3)
INT
10 (+0)
WIS
10 (+0)
CHA
16 (+3)
Senses Passive Perception 15
Languages Primordial
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Amphibious. The priest can breathe air and water.

Blood Frenzy. The warlock has advantage on melee attack rolls against any creature that doesn't have all its hit points.

Spellcasting. The undying kraken priest's innate spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: command, create or destroy water,  eldritch blast (see "Actions" below)

3/day each: control water, darkness, water breathing, water walk

1/day each: call lightning, counterspell, Evard's black tentacles

Actions

Ancient Falcata. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 2) slashing damage.

Eldritch Blast (Cantrip). Ranged Spell Attack: +5 to hit, range 120 ft., one creature. Hit: 5 (1d10) force damage.

Thunderous Touch. Melee Spell Attack: +5 to hit, reach 5 ft., one creature. Hit: 27 (5d10) thunder damage.

Voice of the Kraken (Recharges after a Short or Long Rest). A kraken speaks through the priest with a thunderous voice audible within 300 feet. Creatures of the priest's choice that can hear the kraken's words (which are spoken in Primordial) must succeed on a DC 14 Charisma saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

 

BhalazarWoldun

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