Huge Monstrosity (Titan), Chaotic Evil
Armor Class 16 (natural armor)
Hit Points 104 (9d12 + 45)
Speed 20 ft., Swim 50 ft.
STR
20 (+5)
DEX
11 (+0)
CON
20 (+5)
INT
15 (+2)
WIS
9 (-1)
CHA
22 (+6)
Saving Throws STR +8, DEX +3, CON +8, INT +5
Damage Vulnerabilities Necrotic
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Lightning
Condition Immunities Paralyzed
Senses Passive Perception 14
Languages Abyssal, Celestial, Infernal, Primordial, Telepathy 60 ft. but can't speak
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Amphibious. The kraken can breathe air and water.

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.

Actions

Multiattack. The kraken makes two tentacle attacks, each of which it can replace with one use of Fling.

Tentacle. Melee Weapon Attack: +6 to hit, reach 20 ft., one target. Hit: 17 (3d6 + 7) bludgeoning damage, and the target is grappled (escape DC 12). Until the grapple ends, the target is restrained. The kraken has ten tentacles, each of which can grapple one target.

Fling. One Medium 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 create a bolt of lightning, which can strike a target the kraken can see within 90 feet of it. The target must make a DC 14 Dexterity saving throw, taking 11 (2d10) lightning damage on a failed save, or half as much damage on a successful one.

 

Legendary Actions

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 (Costs 2 Actions). The kraken makes one tentacle attack.

Fling. The kraken uses Fling.

Ink Cloud (Costs 3 Actions). While underwater, the kraken expels an ink 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 18 Constitution saving throw, taking 11 (2d10) 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

Hidden in a deep, dark underwater pit near the Styes, this creature bears the mark of the dark god Tharizdun’s madness. Becoming more independent every day, it dreams of freeing itself from its aboleth tenders and wreaking its own foul will upon the seas.

Previous Versions

Name Date Modified Views Adds Version Actions
4/22/2022 1:35:21 AM
12
5
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Coming Soon

Monster Tags: Titan

Habitat: Underwater

Uglyduck

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