Gargantuan Monstrosity (Titan), Chaotic Evil
Armor Class 23 (natural armor)
Hit Points 472 (27d20 + 189)
Speed 40 ft., swim 60 ft.
STR
30 (+10)
DEX
11 (+0)
CON
25 (+7)
INT
22 (+6)
WIS
18 (+4)
CHA
20 (+5)
Saving Throws STR +17, DEX +7, CON +14, INT +13, WIS +11
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 23 (50,000 XP)
Proficiency Bonus +7
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.

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

Eldritch Gaze.  As a bonus action, the kraken can focus its gaze on one creature it can see, that can see it.  The target must succeed on a DC 18 Wisdom saving throw or become frightened.  While frightened this way, the target is also prone.

Preternatural Might.  Zoth'Grodyr has advantage on Constitution and Strength saving throws.

Actions

Multiattack. The kraken makes three tentacle attacks, each of which it can replace with one use of Fling, or one Leg Pierce.

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 kraken, 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 kraken's turns.

If the kraken 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 kraken. If the kraken 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 kraken 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.

Leg Pierce.  Melee Weapon Attack: +17 to hit, reach 10 ft., one target.  Hit: 23 (2d6 + 10) piercing damage, and the target is knocked prone.  If the target is on the ground, the attack kicks up a cloud of sand and muck in a 10 foot radius sphere around the attack target.  This cloud lasts until the end of the round.

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 or Fling. The kraken makes one tentacle attack or uses its Fling.

Entrench.  The kraken enters its nautiloid shell, becoming immune to all forms of damage except psychic and force damage.  The only actions it can take while in its shell are the Emerge and Eldritch Regeneration.

Emerge.  The kraken exits its shell, removing the benefits and drawbacks of Entrench.

Eldritch Regeneration.  The kraken focuses its innate magical energies and closes its wounds.  It regains 50 (5d10 + 25) HP and removes the poisoned condition from itself.

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.

Description

Gods...  That creature we found exploring the deep caverns of Wild.  It took up the entire floor of this huge cavern, and as it slept, its face appeared to be looking straight at me.  And it looked mad, baring its teeth, its eyes wide open.  Of course, we didn't work up the courage to return after several weeks.  And imagine our shock when the thing was gone.

- The account of Randal Zwei, famed Wild Isle explorer

 

There exist creatures in the deepest reaches of the seas born from ancient Eldritch wills, these creatures which feed on those creatures which plague the nightmares of Merfolk.  These abominations, krakens, plot beneath the waves the downfall of all mortals which dare enter their realm.

The biology of a kraken is highly malleable, and the most intelligent and powerful amongst them have gone to lengths to alter their forms.  These are known as Kraken Lords, and only three have ever been seen by sailors who lived to tell about it.  The least well known of the three is Zoth'Grodyr, the Gnashing Teeth.

Carrying a massive nautilus shell on its back, the form this Kraken Lord takes is similar to a shrimp, using massive chitinous, sharp legs to carry itself along the seafloor, and massive tentacles and arms sprout from its shell, surely the bottom half of this creature.  Its head is like that of a massive dragon, although the scales on its body are covered in lichen and blood, and it lacks the "lips" that dragons have, revealing a constantly grimacing visage, many rows of terribly sharp teeth.

Zoth'Grodyr prefers to sleep, which it does in solitude in a massive undersea cave on the coast of the Wild Isle.  Those mainland explorers who ventured into the deepest reaches of their caves have accidentally come across this behemoth.  Those who saw its face granted it the title of Gnashing Teeth, as even in its sleep it appears to be in a constant rage.  On the occasion that this kraken does awaken, it ventures into the deep sea to feast on whatever life it finds there, returning after maybe one or two weeks of hunting.

The shell it carries is massive, and made of a material that nobody has ever been able to identify.  If it ever finds itself in any danger, it pulls itself into its shell, using its tough legs to defend its front side.  It has never been seen without it, although most people agree that the world is better off that way.

Lair and Lair Actions

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.
  • The kraken brings total magical darkness down into the lair for 1 round.  Any creature (aside from the kraken) within the lair must make a DC 20 Wisdom saving throw or be frightened until the darkness lifts.  While frightened this way, creatures gain the following flaw: "I'm terrified of darkness, and I'm unable to think or concentrate on anything but my fears when I'm inside it.".  If the creature fails the saving throw by 5 or more, they keep this flaw as a form of permanent madness.
  • Massive squid arms sprout from cracks in the ocean floor and attempt to seize two targets that are within 120 feet of one another.  The two targets must succeed on a DC 18 Strength saving throw or be grappled by the tentacles.  If both tentacles successfully grapple their targets, they slam the two creatures into each other, dealing 3 (1d6) bludgeoning damage for every 10 feet they travel.  If only one target is grappled, the arm holds onto them for the round.

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.

Previous Versions

Name Date Modified Views Adds Version Actions
7/4/2019 12:07:30 AM
0
1
--
Coming Soon

Monster Tags: Titan

Habitat: Underwater

Dauthdaert

Comments

Posts Quoted:
Reply
Clear All Quotes