Armor Class
19
(plate)
Hit Points
229
(27d8 + 108)
Speed
30 ft., Swim 50 ft.
STR
20
(+5)
DEX
16
(+3)
CON
20
(+5)
INT
19
(+4)
WIS
15
(+2)
CHA
18
(+4)
Saving Throws
STR +10, DEX +8, CON +10
Skills
Athletics +9, Intimidation +8, Perception +5, Persuasion +8
Senses
Truesight 120ft, Passive Perception 15
Languages
any two languages, as well as aquan and primoridal
Challenge
13 (10,000 XP)
Proficiency Bonus
+5
Traits
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.
Indomitable (3/Day). The Kraken Avatar can reroll a saving throw it fails. It must use the new roll.
Survivor. The Kraken Avatar regains 10 hit points at the start of its turn if it has fewer than half its hit points but at least 1 hit point.
Actions
Multiattack. The Kraken Avatar makes two Trident or two Tentacle attacks, Tentacle attacks can be replaced by Fling.
Trident. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (1d8 + 5) slashing damage.
Lightning Strike. The Kraken Avatar magically creates a bolt of lightning, which can strike a target the kraken can see within 90 feet of it. The target must make a DC 18 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one.
Tentacle. Melee Weapon Attack: +12 to hit, reach 20 ft., one target. Hit: 17 (3d6 + 7) bludgeoning damage, and the target is grappled (escape DC 20). Until the grapple ends, the target is restrained. The Kraken Avatar has ten tentacles, each of which can grapple one target.
Fling. One Medium or smaller object held or creature grappled by the Kraken Avatar is thrown up to 40 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.
Legendary Actions
The Kraken Avatar 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 Avatar regains spent legendary actions at the start of its turn.
Command Ally. The Kraken Avatar targets one ally it can see within 30 feet of it. If the target can see or hear the Kraken Avatar, the target can make one weapon attack as a reaction and gains advantage on the attack roll.
Weapon Attack. The Kraken Avatar makes one Trident or Tentacle attack.
Frighten Foe (Costs 2 Actions). The Kraken Avatar targets one creature it can see within 30 feet of it. If the target can see or hear it, the target must succeed on a DC 16 Wisdom saving throw or be frightened of the Kraken Avatar until the end of Kraken Avatar’s next turn.
Description
Once a humanoid creature, these poor souls have given themselves over to a Kraken in exchange for power. In return, the Kraken Avatar carries the power of the Kraken to areas on land it could not normally reach.
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