Huge Monstrosity (Titan), Chaotic Evil
Armor Class 13 (natural armor)
Hit Points 64 (8d10 + 20)
Speed
STR
21 (+5)
DEX
10 (+0)
CON
16 (+3)
INT
14 (+2)
WIS
13 (+1)
CHA
14 (+2)
Damage Immunities Lightning
Condition Immunities Frightened, Paralyzed
Senses Truesight 120 ft., Passive Perception 8
Languages --
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

Kraken Appendage. The kraken tentacle is attached to the kraken and go no more than 120 feet away from it and must always be in a source of water. Likewise, anything that the kraken host can see is what the kraken tentacle will see.

Kraken's Correction. The kraken host is able to move the tentacle to a location within 30 feet of the current location that it can see as long as it has a way to reach that location.

Actions

Tentacle. Melee Weapon Attack: +7 to hit, reach 30 ft., one target. Hit: 7 (1d4 + 4) bludgeoning 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 10 (3d4+2) bludgeoning damage.

Fling. One medium or smaller object or creature grappled by the kraken is thrown up to 30 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 10 Dexterity saving throw or take the same damage and be knocked prone.

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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