Huge Monstrosity (Titan), Chaotic Evil
Armor Class 15 (natural armor)
Hit Points 180 (12d20 + 60)
Speed 20 ft., swim 60 ft.
STR
18 (+4)
DEX
14 (+2)
CON
18 (+4)
INT
3 (-4)
WIS
10 (+0)
CHA
4 (-3)
Saving Throws STR +7, DEX +5, CON +7
Damage Immunities Necrotic, Poison
Condition Immunities Frightened, Paralyzed
Senses Truesight 120 ft., Passive Perception 14
Languages Abyssal, Celestial, Infernal, Primordial, Telepathy 120 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.

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

Actions

Multiattack. The kraken makes two attacks. One of which will be against the boat. One attack may be replaced with an ink spray

Tentacle. Melee Weapon Attack: +6 to hit, reach 30 ft., one target. Hit: 12 (2d6 + 4) bludgeoning damage, and the target is grappled (escape DC 14). Until this grapple ends, the target is restrained. The squid has four tentacles, each of which can grapple one target.

Boat Attack: The undead squid can make an attack against a boat within 15 feet of it. Melee Weapon Attack: +6 to hit, one target. Hit: 14 (2d10 + 4) bludgeoning damage. If the boat takes damage from this attack, it needs an Athletics check DC 14 to repair it. Failure means the boat takes one level of damage, as described in its stat block. If the boat is damaged, this attack instead can be replaced by a tentacle attack against a creature attempting to repair the boat.

Ink Spray (Recharge 4–6): The squid releases a cloud of blinding ink in a 20-foot cube in front of itself. Each creature in that area must make a DC 14 Dexterity saving throw, taking 14 (4d6) necrotic damage on a failed save, or half as much damage on a successful one. A creature that fails the saving throw is also blinded for 1 minute. A blinded creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Legendary Actions

The squid can take 1 legendary actions at the end of another creature’s turn. It regains spent legendary actions at the start of its turn.

Tentacle Attack (Costs 2 Actions). The squid makes one attack with its tentacle.

Ink spray (Costs 3 Actions). The squid sprays its ink in front of it.

Move (Costs 1 Actions). The squid can move its full movement speed without provoking an attack of opportunity.

Monster Tags: Titan

Habitat: Underwater

Cpiely

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