Huge Monstrosity (Titan), Chaotic Evil
Armor Class 17 (natural armor)
Hit Points 207 (18d12 + 90)
Speed 20 ft., Swim 50 ft.
STR
24 (+7)
DEX
11 (+0)
CON
20 (+5)
INT
2 (-4)
WIS
15 (+2)
CHA
17 (+3)
Saving Throws STR +12, DEX +5, CON +10, INT +1, WIS +7
Damage Immunities Acid, Fire, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Frightened, Paralyzed, Poisoned, Stunned
Senses Truesight 120 ft., Passive Perception 14
Languages Telepathy 60 ft. but can't speak
Challenge 14 (11,500 XP)
Proficiency Bonus +5
Traits

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.

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 16). 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.

Blood Spray (Recharge 5-6). The bloodwrack kraken sprays forth blood in a 60 foot cone. Each creature in that line must make a DC 18 constitution saving throw, taking 28 (8d6) acid damage on a failed save, or half as much on a succesful save.

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 bloodwrack kraken makes one tentacle attack.

Fling. The bloodwrack kraken uses Fling.

Description

This Kraken has been invested with infernal magics, shattering its mind, hindering its growth and breaking its natural connection to the elemental plane of water. It still makes for a formidable guardian however, having attuned itself to the energies of the lower planes.

It lives in a pool of blood in front of the Stonebreaker's Rest. Its presence has turned the blood acidic and keeps it liquid. Stepping into this pool is sure to slowly burn your skin off, dealing 6 (1d10) acid damage per round.

Previous Versions

Name Date Modified Views Adds Version Actions
5/18/2021 12:30:27 PM
3
0
--
Coming Soon
5/25/2021 12:32:23 PM
5
0
--
Coming Soon
5/25/2021 1:09:47 PM
8
1
--
Coming Soon

Monster Tags: Titan

Habitat: Underwater

Jerone

Comments

Posts Quoted:
Reply
Clear All Quotes