Unusual Nature. The kraken does not require air, food, drink or sleep.
Immutable Form. The kraken is immune to any spell or effect that would alter its form.
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.
Multiattack. The kraken makes three tentacle attacks, each of which it can replace with one use of Fling, or it makes three claw attacks. Then, it can produce spawn if it is available.
Claw. Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 20 (2d12 + 8) slashing damage plus 6 (1d12) bludgeoning damage.
Tentacle. Melee Weapon Attack: +14 to hit, reach 90 ft., one target. Hit: 17 (3d6 + 8) bludgeoning damage, and the target is grappled (escape DC 18). Until this grapple ends, the target is restrained. The kraken has nine 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 120 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.
Produce Spawn (Recharge 6). The kraken sheds off pieces of its flesh, which quickly fold and unwrap themselves into horrible miniature copies of the creature. The kraken creates 1d4 spawnlings under its control in any space within 10 feet of it. If the space a spawnling appears in is occupied, the creature occupying that space is shunted into the nearest unoccupied space and knocked prone.
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.
Move (Costs 2 Actions). The kraken moves up to half its speed without provoking opportunity attacks.
Control Weather (Costs 3 Actions). The kraken uses its power over wind and weather, creating effects identical to the control weather spell, albeit the effects take place instantly. Then, it moves up to its fly speed.
Description
Kraken's are a strange and abominable set of creatures, which seemingly go about their meandering existence doing very little other than float around and occasionally cause wanton destruction wherever they happen to end up. Mysterious as they are, kraken's are mostly hated and feared by the many inhabitants of the Twilight Realms due to their highly destructive behavior, so very little study is done on them. Air kraken's are the skyborne of their kind, scourge of all airships, the top halves of their mottled tan-white bodies humanoid, with massive faceless heads, and giant clawed arms. Their bottom halves are simple, round, and trunk like, terminating in nine long tentacles which flow far behind the creatures as they move through the sky, trailing behind them like thick, writhing tassels. All krakens are capable of shedding and budding off pieces of their skin and flesh, creating imperfect copies of themselves which act on their behalf, defending them from and attacking their enemies.
Previous Versions
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10/10/2021 12:00:34 PM
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11/9/2023 6:37:52 AM
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11/9/2023 6:58:57 AM
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11/13/2023 1:43:04 AM
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