Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Freedom of Movement. The air 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 air kraken deals double damage to objects and structures.
Multiattack. The air kraken can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage.
MultiClaw. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage.
Tail. Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.
Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the air kraken and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the air kraken’s Frightful Presence for the next 24 hours.
Breath Weapons (Recharge 5–6). The air kraken uses one of the following breath weapons:
Blistering Storm Breath. The air kraken exhales fire in an 90-foot line that is 10 feet wide. Each creature in that line must make a DC 21 Dexterity saving throw, taking 56 (16d6) lightning damage on a failed save, or half as much damage on a successful one.
Sky Pirate’s Lullaby. The air kraken screeches a series of harmonic tones in a 90-foot cone. Each creature in that area must succeed on a DC 21 Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if the creature takes
The air kraken can take 5 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 dragon regains spent legendary actions at the start of its turn.
Detect. The air kraken makes a Wisdom (Perception) check.
Tail Attack. The air kraken makes a tail attack.
Wing Attack (Costs 2 Actions). The air kraken beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The air kraken can then fly up to half its flying speed.
Lair and Lair Actions
An Air Kraken’s Lair
An air kraken’s lair is typically a sky fortress created out of super dense clouds that form a sort of heavenly oasis to lure in sky bound travelers.
Lair Actions
On initiative count 20 (losing initiative ties), the air kraken takes a lair action to cause one of the following effects:
- A strong wind blows around the air kraken. Each creature within 60 feet of the air kraken must succeed on a DC 15 Strength saving throw or be pushed 15 feet away from the air kraken and knocked prone. Gases and vapors are dispersed by the wind, and unprotected flames are extinguished. Protected flames, such as lanterns, have a 50 percent chance of being extinguished.
- A cloud swirls about in a 20-foot-radius sphere centered on a point the air kraken can see within 120 feet of it. The cloud spreads around corners. Each creature in it must succeed on a DC 15 Constitution saving throw or be blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Regional Effects
The region containing a legendary air kraken’s lair is warped by its magic, which creates one or more of the following effects:
- Tracks appear in the clouds within 6 miles of the dragon’s lair. The tracks lead to safe shelters and hidden water sources, while also leading away from areas that it prefers to remain undisturbed.
- Images of Large or smaller monsters haunt the dense clouds within 1 mile of the lair. These illusions move and appear real, although they can do no harm. A creature that examines an image from a distance can tell it’s an illusion with a successful DC 20 Intelligence (Investigation) check. Any physical interaction with an image reveals it to be an illusion, because objects pass through it.
- Whenever a creature with an Intelligence of 3 or higher comes within 30 feet of a water source within 1 mile of the lair, the air kraken becomes aware of the creature’s presence and location.
If the air kraken dies, the tracks fade in 1d10 days, but the other effects fade immediately.
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