Large Monstrosity, Chaotic Evil
Armor Class 16 (natural armor)
Hit Points 93 (11d10 + 33)
Speed 20 ft., Swim 40 ft.
STR
19 (+4)
DEX
10 (+0)
CON
16 (+3)
INT
16 (+3)
WIS
14 (+2)
CHA
15 (+2)
Damage Resistances Bludgeoning, Piercing, and Slashing from Magic Weapons
Senses Darkvision 60 ft., Truesight 30 ft., Passive Perception 14
Languages Abyssal, Celestial, Infernal, Primordial, Telepathy 120 ft. but can't speak
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Amphibious. The kraken can breathe air and water.

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 Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage. The target is  grappled (escape DC 14). 

Tentacle. Melee Weapon Attack: +6 to hit, reach 20 ft., one target. Hit: 14 (3d6 + 5) bludgeoning damage, and the target is grappled (escape DC 14). Until this grapple ends, the target is restrained. The kraken has four tentacles, each of which can grapple one target. The creature must succeed on a DC 13 Constitution saving throw or take 6 (2d6) poison damage.

Description

Beneath the waves, the kraken sleeps for untold ages, awaiting some fell sign or calling. Land-born mortals who sail the open sea forget the reasons their ancestors dreaded the ocean, even as the races of the deep ignore strange gaps in their histories when their civilizations nearly vanished after the appearance of the tentacled horror.

Leviathans of Legend. At the beginning of time, krakens served as fierce warriors of the gods. When the gods’ wars ended, the krakens shrugged free of their servitude, never again to be bound by other beings.

Whole nations quake in fear when the kraken emerges from its dark demesne, and even in the middle of the deepest oceans, storms rise or abate according to its will. The kraken is a primeval force that obliterates the greatest achievements of civilization as if they were castles in the sand. Its devastating attacks can destroy ocean trade and halt communication between coastal cities.

An ominous darkness presages a kraken’s attack, and a cloud of inky poison colors the water around it. Galleons and warships vanish when its tentacles uncoil from the deep, the kraken breaking their masts like kindling before drawing down ships and crew.

Not even landlocked surface dwellers are safe from a kraken’s wrath. Krakens can breathe air as easily as water, and some crawl up rivers to nest in freshwater lakes, destroying cities and towns along the way. Adventurers tell of these monsters lairing in the ruins of lakeside citadels, their tentacles twined around leaning towers of disintegrating stone.

Mortal Foes. Some krakens are virtual gods, with cults and minions spread across sea and land. Others are allied with Olhydra, the evil Princess of Elemental Water, and use her cultists to enforce their will on land and sea. A kraken pleased with its worshipers can becalm rough seas and bring a bounteous harvest of fish to the faithful. However, the devious mind of a kraken is ancient beyond reckoning, and is ultimately bent to the ruination of all things.

Habitat: Underwater

CobaltSeeker

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