Gargantuan Monstrosity (Dragonborn, Titan), Chaotic Evil
Armor Class 22 (natural armor)
Hit Points 483 (28d20 + 189)
Speed 20 ft., swim 60 ft., climb 10 ft.
STR
30 (+10)
DEX
10 (+0)
CON
27 (+8)
INT
21 (+5)
WIS
18 (+4)
CHA
20 (+5)
Saving Throws STR +18, DEX +8, CON +16, INT +13, WIS +12, CHA +13
Skills Perception +16, Stealth +9
Damage Immunities Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Frightened, Paralyzed
Senses Truesight 120 ft., Passive Perception 14
Languages Abyssal, Celestial, Common, Draconic, Infernal, Primordial, Telepathy 120 ft. but can't speak
Challenge 25 (75,000 XP)
Proficiency Bonus +8
Traits

Amphibious. The kragen can breathe air and water.

Freedom of Movement. The kragen 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.

Multi-head.  The kragen has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned and knocked unconscious. For each head the kraken has beyond one, it gets an extra reaction that can be used only for opportunity attacks.

Siege Monster. The kragen deals double damage to objects and structures.

Legendary Resistance (3/Day).  If the kragen fails a saving throw, it can choose to succeed instead. 

Actions

Multiattack. The kragon can use its Frightful Presence. It then makes three attacks: any combination of bite, tail, tentacles and claw attacks. 

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.

Claw. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 16 (2d6 + 9) slashing damage.

If the kragen takes 50 damage or more on a single turn from a creature inside it, the kragen 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 kragen. If the kragen 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.

Tail. Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 18 (2d8 + 9) bludgeoning damage.

Fling. One Large or smaller object held or creature grappled by the kragen 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 kragen 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.

Lightning Breath (Recharge 4–6). The kragen exhales lightning in a 120-­-foot line that is 10 feet wide. Each creature in that line must make a DC 23 Dexterity saving throw, taking 88 (16d10) lightning damage on a failed save, or half as much damage on a successful one.

Frightful Presence. Each creature of the kragen's choice that is within 120 feet of the kraken and aware of it must succeed on a DC 19 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 kraken's Frightful Presence for the next 24 hours.

Legendary Actions

The kragen can take 4 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.

Detect (Costs 1 Action). The kragen makes a Wisdom (Perception) check.

Tentacle, Bite, Claw, Tail Attack or Fling. The kragen makes one attack or uses its Fling.

Lightning Storm (Costs 2 Actions). The kragen uses Lightning Storm.

Lightning Breath (Recharge 4–6). The kragen exhales lightning in a 120-­-foot line that is 10 feet wide. Each creature in that line must make a DC 23 Dexterity saving throw, taking 88 (16d10) lightning damage on a failed save, or half as much damage on a successful one.

Ink Cloud (Costs 3 Actions). While underwater, the kragen 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.

Description

When an adult blue dragon meets a young kraken in the coastal sands,  often times the monsters battle to the death!  If the young kraken wins the battle,  kraken priests may perform a dark ritual.  The dark ritual allows the young kraken to lay eggs which bring forth an abomination, a half dragon, half kraken, a dragon titan. 

The first kragen that hatches destroys the rest of the egg clutch and usually consumes the kraken cult.   Left to grow in its liar, the kragen emerges only to feed.  Shunned by dragons, considered an exteremly rare monstrosity, the kragen rarely surfaces  aboveground, instead choosing the Underdark, underwater caves, ocean trenches and coastal cisterns to call home.  

The kragen could easily be mistaken kraken, except it has two arms with claws that resemble a dragon amd of course two kraken heads sitting at the end of a short spiny neck.  The kragen has no wings, though it has a tail use for swimming and battle. 

Lair and Lair Actions

A Kragen’s Lair

A kragen 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 kragen takes a lair action to cause one of the following magical effects:

  • A strong current moves through the kragen’s lair. Each creature within 60 feet of the kragen 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 kragen have vulnerability to lightning damage until initiative count 20 on the next round.
  • The water in the kragen’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 kragen’s lair is warped by the creature’s blasphemous presence, creating the following magical effects:

  • The kragen can alter the weather at will in a 6-mile radius centered on its lair. The effect is identical to the control weather.
  • 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 kragen and aggressive toward intruders in the area.

When the kragen dies, all of these regional effects fade immediately.

Monster Tags: Titan

Habitat: CoastalUnderdarkUnderwater

LoreCollectorXVII

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