Amphibious. The kraken can breathe air and water.
Freedom of Movement. The Alpha Kraken's movement cannot be hindered without a wish spell or hold monster cast at 9th level. The Kraken cannot be grappled except by a gargantuan creature with a dexterity score of 28 or higher.
Terror of the Sea. The kraken deals double damage to objects and structures. For every vessel that sees it, a dc 15 wisdom saving throw must be rolled with the captain’s wisdom modifier. On a failed save, the ship and everyone on it are subjected to the feared condition.
Multiattack. The Kraken makes up to 5 tentacle attacks, each of which it can replace with one use of Fling. The Kraken can use up to one of the attacks to use the bite attack.
Bite. Melee Weapon Attack: +17 to hit. On a hit inflict 10d8 damage. If the target is a Large or smaller creature grappled and if the Kraken chooses, it can swallow the target. When swallowed, it takes 42 acid damage at the start of each of the kraken's turns. The target is blinded and has total cover from anything except the Kraken's acid damage.
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. Up to 7 tentacles can be used in a single turn, with the remaining 3 being used to stabilize the Kraken.
Fling. When the Kraken is grappling a creature or object it can be thrown up to 60 feet. If a thrown target strikes a solid surface, the target takes 5 bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 20 Dexterity saving throw or take the same damage and be knocked prone. If the creature took more than 10 damage it must also succeed a dc 15 constitution saving throw to be able to make the dexterity save.
Lightning Storm. The Kraken magically creates six bolts of lightning. The lightning bolts strike random targets, assigned numbers by their initiative rolls. If the Kraken rolls a d20 six times and the targets are determined by the results. A target must make a DC 25 Dexterity saving throw, taking 40 lightning damage on a failed save, or half as much damage on a successful one.
Command: The Kraken uses 5 actions to summon a second Kraken to a maximum of two. The second Kraken is under the command of the Alpha Kraken.
Ship Killer: The kraken takes two actions and with all available tentacles it crushes a ship of its choice. If the ship is made of metal this takes four turns. All creatures on the deck of the ship must make a dc 10 dexterity saving throw to dive into the water or make a dc 15 dexterity saving throw to avoid debris. All inside the ship’s rooms or hold must make a dc 20 dexterity saving throw to avoid being crushed and then a dc 20 dexterity saving throw to avoid debris. A crushed target is reduced to zero hit points. Targets hit by debris must make a dc 20 constitution saving throw to be knocked unconscious, but not brought to zero hit points. They roll a dc 15 constitution saving throw to wake up every turn. This has a 5 turn cooldown. This action can be stopped by inflicting 100 magical damage in a single hit to the Kraken’s tentacles between the combo beginning and ending. All creatures in the water have disadvantage on attack rolls unless they have a swim speed of at least 20 feet. Lightning type attacks are made with advantage and ignore the disadvantage. All lightning type attacks deal double damage if made against a target in the water.
The Alpha Kraken is similar to any other Kraken in that it won't fight to the death. If it is low on hitpoints its going to run away.
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 or Fling. The kraken makes one tentacle attack or uses its Fling.
Lightning Storm (Costs 2 Actions). The kraken uses Lightning Storm.
Ink Cloud (Costs 3 Actions). While underwater, the kraken 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.
Lightning Pulse: The Kraken inflicts lightning damage to every creature in the water. If a target is within 10 feet of any part of the Kraken, it takes 10d6 damage. For every 10 feet of distance, the number of dice declines by 1d6.
Description
The Alpha Kraken is an enormous squid that lives in large bodies of water. What makes it different from a standard Kraken is its size, power, and ability to control other Krakens. Krakens are very smart and unlike dragons they do not see their bodies as the pinnacle of evolution. The make modifications to their bodies, so much of their appearance is up to the dm.
Lair and Lair Actions
An Alpha Kraken’s Lair
The lair is the area of ocean that the Kraken patrols regularly.
Lair Actions
On initiative count 21=, the kraken choses a lair action:
- A strong current moves through the kraken’s lair. Each creature within 60 feet of the kraken must succeed on a DC 23 Strength saving throw or be pushed up to 60 feet toward or 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 kraken have vulnerability to lightning damage until initiative count 20 on the next round.
- The water in the kraken’s lair becomes electrically charged. All creatures within 120 feet of the kraken must succeed on a DC 23 Constitution saving throw, taking 10 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.
- Sometimes water elementals can be found in the Kraken's lair.
- 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.
- All ships that enter the region will cross it at 1.5 times their speed, but take a level of exhaustion. If they see the Kraken they follow the Terror of the Sea commands.
When the kraken dies, all of these regional effects fade immediately.
-
View User Profile
-
Send Message
Posted Apr 13, 2022I playtested this and it works quite well. It killed a party of 6 level 15s in a couple of turns and lost to a party of 6 20s. CR 30 may be a little generous, but it is a well-done monster. It is different enough from the basic Kraken to justify homebrew, but it isn't too different from the basic rules and it remains respectful of the original idea. I particularly like the increase in chaos and power of this type of Kraken, as though this type of Kraken is somehow knotted up in the weave like a wild magic sorcerer. The one weird thing is that it can speak Grung for some reason. Even this kinda contributes to the charm though. I would also think about adding some special reactions, some innate spellcasting, or a bit of wild magic.