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.
Siege Monster. The kraken deals double damage to objects and structures.
Multiattack. The kraken 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 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.
Tentacle. Melee Weapon Attack: +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.
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 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). 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.
A Kraken’s Lair
A kraken lives in dark depths, usually a sunken rift or a cavern filled with detritus, treasure, and wrecked ships.
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.
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.
"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."
If these are the only qualifications, this thing would technically charm a CR 20 leviathan in its range
Will say with some of the new stuff coming out, fathomless warlock seems to fit as well
Bit of necromancy but actually ink cloud lol.
They are somehow not immune to poison, so as long as both are submerged, they can slowly kill each other with tiny poison attacks.
Yes that is perspective.
It is so much perspective
1. Why does it have a charisma of 20? Who would be charmed by THAT if you know it's gonna kill you?
2. I noticed "Charmed" isn't on its immunities. You can charm it to avoid dying?
Well, there are a few sharks by its face. If you want to know real bad just figure out the type of shark and the length, then measure.
That's really cool, but I imagine that a Dm might rule that it'd be too hard for a single mage to make a creature that big fly. Although it could be a really cool moment for a party to have to stop a cult of fanatic deep one warlocks from enacting a ritual and freeing the kraken from the sea, giving it flight and allowing it to terrorize the land.
In the picture you'll notice a great white swimming near it's mouth. If you want to make it as big and scary as possible (based on that scale), it'd be about 300 feet long. So yeah, kind of big. 50 feet feels too short for me. That's still really big in scale, but not as scary.
ive always wondered why this is basically an aquatic tarrasque. What happened to the giant squid it is in most tellings?
aye yo
I love all the people thinking they could just Plane Shift this mondo boi.
IF you can somehow get close enough to it, because remember it it’s within YOUR range of 5, possibly 10ft if you’re a Bugbear or smth — the tentacles have 30ft of reach each (and it can use 3 per turn) so they wouldn’t likely be in your melee range, and assuming you are hit by one, you are then grappled, and a smart DM would Fling you. But if not, you now have disadvantage on the attack to Plane Shift. Then there’s the charisma save. If you fail the attack, you blew the spell slot. You have 4 chances, max, at level 20. And if you succeed, but the Kraken also succeeds, another spell slot blown. Now, if you finally get to pull it off, and assuming your DM has been playing this creature as formidably as it suggests (lots of water minions, like badass leviathans, water elementals, etc. and taking advantage of tentacle + fling combos, legendary actions, Lair actions, and regional effects) your party will be celebrating joyously because it will be an epic win for an epic fight.
How would one re-tool this for some kind of Astral Sea encounter? I mean, are lightning bolts literally coming out of its butt?
No lair? Lair? Is there an ocean of actual water blobbing around in the Astra Sea? Which I'm also totally down for, because it would seriously F with my players.
It'd be cool to see your thoughts!
Also, there's a spell from Exalted, an old White Wolf anime-style RPG, called "Magma Kraken." I'm thinking...this is doable...
how do you pronounce it? matt pronounces it how i do
I can't believe I'm saying this but:
I hope that spell doesn't wear off anytime soon...
great way to start a campain
1. Charisma is not just a skill you use to charm people. Charism is how well you interact with other things (broadly), and involves skills such as persuasion, deception, and intimidation. The kraken is an old enough and intelligent enough being to know how to work social situations to its advantage, hence them being a common choice for Fathomless warlock patrons. who would be charmed by a monstrous kraken? Well, who chooses to work under a tyrant like Vecna? Either someone who seeks to benefit from the situation, either by pursuit of a common goal or gain of knowledge, or someone who's beliefs align with it. A kraken is a fearsome titanic force, but make sure you not it's mental scores before judging its abilities.
2. Yes, it does not have immunity to the charmed condition. Can you charm it to avoid dying? Weird way of phrasing the question but look at the ability scores again. The kraken has proficiency in saving throws in all of its scores (except charisma, strangely) but its Wisdom saving throw bonus is +11. +11!! that means that even against a level 20 wizard with a spell save DC of 19, the kraken has to roll an 8 or higher to succeed. That gives the Kraken a 60% chance of succeeding on the saving throw. Sixty. Percent. That is an enormous statistical advantage. so no, it is not immune to the charmed condition, but with legendary resistance and high save bonuses, the players are gonna have to be pretty clever to exploit this weakness. And if they are facing a Kraken, they ought to be pretty darn clever anyway
Oh Yeah
That's like a pacific rim kaiju or godzilla mashed together