Gargantuan Monstrosity (Titan), Chaotic Evil
Armor Class 15 (natural armor)
Hit Points 200 (12d20 + 74)
Speed 20 ft., swim 60 ft.
STR
25 (+7)
DEX
10 (+0)
CON
18 (+4)
INT
18 (+4)
WIS
13 (+1)
CHA
16 (+3)
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 12 (8,400 XP)
Proficiency Bonus +4
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.

Actions

Multiattack. The kraken makes two tentacle attacks, each of which it can replace with one use of Bite, Constrict, or Fling.

Tentacle. Melee Weapon Attack: +7 to hit, reach 30 ft., one target. Hit: 10 (1d6 + 6) bludgeoning damage.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (1d10 + 6) piercing damage.

Constrict. One medium or smaller object or creature grappled by the kraken is crushed by the grip of the Kraken's tentacle. The target takes 11 (2d8+2) bludgeoning damage.

Fling. One medium or smaller object 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 13 Dexterity saving throw or take the same damage and be knocked prone.

Lightning Flash. The kraken magically creates a bolt of lightning, which can strike a target the kraken can see within 120 feet of it. A target must make a DC 17 Dexterity saving throw, taking 15 (4d4+4) lightning damage on a failed save, or half as much damage on a successful one.

Legendary Actions

The kraken can take 2 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. (Costs 1 Action). The kraken makes one tentacle attack or uses its Fling..

Confounding Mist (Costs 2 Actions - Recharge 3-4 Rounds). The Cave Kraken emits a fine mist from its gaping maw. The mist hovers in the air for one round and affects a 30 foot cone. Each creature within the affected area must succeed on a DC 15 Constitution saving throw or be under the effects of the Confusion spell. Affected creatures can make a new saving throw at the end of each turn. If a creature succeeds their saving throw, they are immune to this effect for 24 hours.

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.
  • 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

MrDoctorrKnockers

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