Small Swarm of Gargantuan monstrosities, Chaotic Neutral
Armor Class 13 Natural (Forming Scales)
Hit Points 27 (5d6)
Speed 5 ft., Baby Kraken scoot on their tentacles along the ground. 5 feet walking. The Baby Kraken may roll 20 feet "walking speed" if they are in their wheelbarrow bucket. , Swim 35 ft. Baby Kraken are pretty good at swimming!, Fly 20 ft. The baby Kraken's wheelbarrow moves at 20 feet
STR
12 (+1)
DEX
13 (+1)
CON
14 (+2)
INT
8 (-1)
WIS
8 (-1)
CHA
18 (+4)
Saving Throws DEX +3, CON +4, WIS +1, CHA +6
Damage Immunities Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Frightened, Paralyzed
Senses Truesight 120 ft., Passive Perception 14
Languages Abyssal, Celestial, Infernal, Primordial, Telepathy 120 ft. but can't speak
Challenge 1/2 (100 XP)
Proficiency Bonus +2
Traits

Amphibious. The kraken can breathe air and water.

Mamma's Angry. While still on the same plane of existence as its mother, the baby kraken has a telepathic link to her (usually projecting images of those who mean it harm or whatever currently has its interest).


Wheelbarrow Bucket. While above ground, baby kraken often constructs, or those who "adopt" it construct, a mechanism to move above ground and remain partially covered in water. This apparatus takes many forms but tends to follow the same framework of a wheelbarrow with a bucket-like section where the baby kraken sits. While in the bucket-barrow the baby kraken gains a walking speed of 20 ft. (included in stat block). As an action, baby kraken can close the bucket, granting it three-quarters cover but reducing its walking speed to 0, until it uses an action to open it again.


Release the...NO!  The baby kraken gains advantage on all saving throws against spells that would charm, command, suggest or compel it to do anything.

Actions

Multiattack. The baby kraken can make two tentacle attacks and one nibble attack.  Instead of tentacles attack, it may instead make one boop and two collected accessories attacks.  

 Tentacle. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 2) bludgeoning damage, and the target is grappled (escape DC 11). Until this grapple ends, the target is restrained. The kraken has ten tentacles, each of which can grapple one target.

Nibble. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 1) piercing damage plus 3 (1d6) acid damage. Nibble attacks targeting grappled creatures are made at advantage.


Boop! Melee Weapon Attack: +3 to hit, reach 5 ft., one target. On a hit, the targeted creature is treated as being targeted by the confusion spell (spell save DC 13). The effect ends early if the baby kraken successfully targets another creature with boop!

Collected Accessories. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) slashing damage.


Look at That Face! The baby kraken pulls a face which could melt ice. Each creature that can see the baby kraken must immediately make a Charisma saving throw (DC 13) or be charmed by the baby kraken until the end of their next turn. On their turn, each charmed creature must use its action to coo, coddle, and generally refer to how adorable the baby kraken is.

 

Description

This small bundle of tentacles and scales has an uncanny ability to endear itself to almost any other creature. It really is... terrifyingly adorable. For some reason, its capacity to bite your face off adds to the cuteness. Such is the way of things.
It is found in shores and shallows, where it can roam freely in and out of the water as it continues to grow... and grow. A baby kraken is innately curious and often collects all manner of bizarre pieces of detritus and discarded items that wash ashore. Baby kraken may seem to be defenseless, however each has a link to its parental kraken- ensuring it is never truly alone. Kraken tend to be protective parents, in their own way.

Lair and Lair Actions

If the Baby Kraken is near to its parent's lair, The Baby Kraken may take shelter regardless of whether the parent is home or not.

A Kraken’s Lair

A kraken 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 kraken 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 kraken 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 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 (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

LindyTheDruid

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