Large Monstrosity, Chaotic Evil
Armor Class 18 (natural armor)
Hit Points 260 (22d10 + 110)
Speed 20 ft., Swim 70 ft.
STR
21 (+5)
DEX
11 (+0)
CON
21 (+5)
INT
22 (+6)
WIS
16 (+3)
CHA
20 (+5)
Saving Throws STR +11, DEX +6, CON +11, INT +12, CHA +11
Damage Vulnerabilities Cold
Damage Immunities Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Frightened, Paralyzed
Senses Truesight 120 ft., Passive Perception 13
Languages Common, Deep Speech, Primordial, Telepathy 120 ft. but can't speak
Challenge 18 (20,000 XP)
Proficiency Bonus +6
Traits

Amphibious. The krakyn can breathe air and water.

Freedom of Movement. The krakyn 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.

Magic Weapons. The Krakyn's attacks are magical.

 

Actions

Multiattack. The krakyn makes two tentacle attacks and a bite attack.

Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) piercing damage.

Tentacle. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (3d6 + 5) 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.

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.

Legendary Actions

The krakyn 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 krakyn regains spent legendary actions at the start of its turn.

Tentacle Attack . The krakyn makes one tentacle attack.

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

Lair and Lair Actions

A Cakarhaen Krakyn Lair

A krakyn 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 krakyn 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 krakyn must succeed on a DC 23 Strength saving throw or be pushed up to 60 feet in a direction chosen by the kraken. On a success, the creature is pushed 10 feet away from the krakyn.
  • Creatures in the water within 60 feet of the krakyn have vulnerability to lightning damage until initiative count 20 on the next round.(can only be done every other round)
  • The water in the krakyn’s lair becomes electrically charged. All creatures within 120 feet of the krakyn 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.

Monster Tags: Titan

Habitat: Underwater

Homiestal

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