One with the Clouds. The kraken has advantage on Stealth checks while it is in any kind of cover from clouds.
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.
Multiattack. The kraken makes three tentacle attacks, each of which it can replace with one use of Fling.
Bite. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 2 (3d8+7) 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 18 (6d6) acid damage at the start of each of the kraken's turns.
If the kraken takes 35 damage or more on a single turn from a creature inside it, the kraken must succeed on a DC 21 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: +13 to hit, reach 30 ft., one target. Hit: 3 (3d6+7) bludgeoning damage, and the target is grappled (escape DC 20). 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 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.
Lightning Strike. The kraken magically creates several bolts of lightning, which can strike up to two targets the kraken can see within 90 feet of it. The target must make a DC 19 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. The kraken makes one tentacle attack.
Lightning Strike (Costs 2 Actions). The kraken magically creates several bolts of lightning, which can strike up to two targets the kraken can see within 90 feet of it. The target must make a DC 19 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one.
Poison Cloud (Costs 3 Actions). While in the sky, the kraken expels an poisonous cloud in a 40-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 19 Constitution saving throw, taking 22 (5d8) poison damage on a failed save or half as much damage on a successful one. A strong current disperses the cloud, other wise is rolls away from the kraken at 10 ft. per round for the next five rounds before dissipating.
Lair and Lair Actions
The Cloud Kraken’s Lair
A kraken lives typically in a hallow at the top most point of a cloud covered mountain.
Lair Actions
On initiative count 20 (losing initiative ties), the kraken takes a lair action to cause one of the following magical effects:
- On count 20 a strong wind blows through the kraken's lair and lasts until the end of the round. A strong wind imposes disadvantage on ranged weapon attack rolls and Wisdom (Perception) checks that rely on hearing. A strong wind also extinguishes open flames, disperses fog, and makes flying by nonmagical means nearly impossible. A flying creature in a strong wind must land at the end of its turn or fall.
- The air around the kraken’s lair becomes electrically charged. All creatures within 120 feet of the kraken must succeed on a DC 19 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.
- Air elementals coalesce within 6 miles of the lair. These elementals can’t leave the air and have Intelligence and Charisma scores of 1 (−5).
- Aerial 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.
Previous Versions
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4/6/2024 7:16:50 PM
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