Gargantuan Undead (Sorcerer, Titan), Chaotic Evil
Armor Class 18 (natural armor)
Hit Points 500 (27d20 + 150)
Speed 40 ft., Swim 60 ft., Burrow 25 ft., Climb 35 ft.
STR
30 (+10)
DEX
18 (+4)
CON
25 (+7)
INT
30 (+10)
WIS
27 (+8)
CHA
5 (-3)
Saving Throws STR +19, DEX +13, CON +16, INT +19, WIS +17
Skills Arcana +19, History +12, Insight +9, Perception +9
Damage Resistances Cold, Lightning, Necrotic, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses Truesight 120 ft., Passive Perception 20
Languages Abyssal, Celestial, Common, Infernal, Primordial, Telepathy 120 ft.
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Amphibious. The krakelich can breathe air and water.

Freedom of Movement. The krakelich 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.

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

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

Rejuvenation. If it has a phylactery, a destroyed krakelich gains a new body in 1d10 days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the phylactery.

Spellcasting. The krakelich is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). The krakelich has the following wizard spells prepared:

Cantrips (at will): mage hand, prestidigitation, ray of frost

1st level (4 slots): detect magic, magic missile, shield, thunderwave

2nd level (3 slots): acid arrow, detect thoughts, invisibility, mirror image

3rd level (3 slots): animate dead, counterspell, dispel magic, fireball

4th level (3 slots): blight, dimension door

5th level (3 slots): cloudkill, scrying

6th level (1 slot): disintegrate, globe of invulnerability

7th level (1 slot): finger of death, plane shift

8th level (1 slot): dominate monster, power word stun

9th level (1 slot): power word kill

Turn Resistance. The krakelich has advantage on saving throws against any effect that turns undead.

Actions

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

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 krakelich, 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 krakelich's turns.

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

Fling. One Large or smaller object held or creature grappled by the krakelich 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 krakelich magically creates three bolts of lightning, each of which can strike a target the krakelich 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.

Paralyzing Touch. Melee Spell Attack: +12 to hit, reach 5 ft., one creature. Hit: 10 (3d6) cold damage. The target must succeed on a DC 18 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Legendary Actions

The krakelich can take 6 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 krakelich regains spent legendary actions at the start of its turn.

Tentacle Attack or Fling. The krakelich makes one tentacle attack or uses its Fling.

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

Ink Cloud (Costs 3 Actions). While underwater, the krakelich 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 krakelich. 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 krakelich's next turn.

Cantrip. The krakelich casts a cantrip.

Paralyzing Touch (Costs 2 Actions). The krakelich uses its Paralyzing Touch.

Frightening Gaze (Costs 2 Actions). The krakelich fixes its gaze on one creature it can see within 10 feet of it. The target must succeed on a DC 18 Wisdom saving throw against this magic or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the krakelich's gaze for the next 24 hours.

Disrupt Life (Costs 3 Actions). Each non-undead creature within 20 feet of the krakelich must make a DC 18 Constitution saving throw against this magic, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one.

Lair and Lair Actions

A Krakenlich’s Lair

A krakenlich haunts in dark depths, usually a sunken rift or a cavern filled with detritus, treasure, and wrecked ships. Often the abode it favored in life

Lair Actions

On initiative count 20 (losing initiative ties), the krakenlich takes a lair action to cause one of the following magical effects; the krakelich can’t use the same effect two rounds in a row:

  • A strong current moves through the krakenlich’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 away from the krakenlich. On a success, the creature is pushed 10 feet away from the krakenlich.
  • Creatures in the water within 60 feet of the krakenlich have vulnerability to lightning damage until initiative count 20 on the next round.
  • The water in the krakenlich’s lair becomes electrically charged. All creatures within 120 feet of the krakenlich 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.
  • The krakelich rolls a d8 and regains a spell slot of that level or lower. If it has no spent spell slots of that level or lower, nothing happens.
  • The krakelich targets one creature it can see within 30 feet of it. A crackling cord of negative energy tethers the lich to the target. Whenever the krakelich takes damage, the target must make a DC 18 Constitution saving throw. On a failed save, the krakelich takes half the damage (rounded down), and the target takes the remaining damage. This tether lasts until initiative count 20 on the next round or until the krakelich or the target is no longer in the krakelich’s lair.
  • The krakelich calls forth the spirits of creatures that died in its lair. These apparitions materialize and attack one creature that the krakelich can see within 60 feet of it. The target must succeed on a DC 18 Constitution saving throw, taking 52 (15d6) necrotic damage on a failed save, or half as much damage on a success. The apparitions then disappear.

Regional Effects

The region containing a krakelich’s lair is warped by the creature’s blasphemous presence, creating the following magical effects:

  • The krakelich 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 krakelich and aggressive toward intruders in the area.

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

Previous Versions

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Monster Tags: Titanundead

Habitat: ArcticCoastalDesertForestGrasslandHillMountainSwampUnderdarkUnderwaterUrban

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