Amphibious. Ama’khara can breathe air and water.
Acidic Cloud. While underwater, Ama’khara is surrounded by acidic mucus. A creature that touches Ama’khara or that hits it with a melee attack while within 5 feet of it must make a DC 15 Constitution saving throw. The creature takes (2d4) acid damage on a failed save or half as much on a successful save
Creature Sense. The elder brain is aware of the presence of creatures within 5 miles of it that have an Intelligence score of 4 or higher. It knows the distance and direction to each creature, as well as each one’s Intelligence score, but can’t sense anything else about it.
Freedom of Movement. Ama’khara 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.
Probing Telepathy. If a creature communicates telepathically with Ama’khara, Ama’khara learns the creature’s greatest desires, fears and foes
Legendary Resistance (3/Day). If the elder brain fails a saving throw, it can choose to succeed instead.
Magic Resistance. The elder brain has advantage on saving throws against spells and other magical effects.
Probing Telepathy. If a creature communicates telepathically with the aboleth, the aboleth learns the creature’s greatest desires if the aboleth can see the creature.
Siege Monster. Ama’khara deals double damage to objects and structures.
Telepathic Hub. The elder brain can use its telepathy to initiate and maintain telepathic conversations with up to ten creatures at a time. The elder brain can let those creatures telepathically hear each other while connected in this way.
Multiattack. Ama’khara can use its Frightful Presence. It then makes five attacks: one with its bite, tail and three with its tentacles
Bite. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 20 (3d8 + 8) piercing damage. If the target is a Large or smaller creature grappled by the Cognosis Deluge, that creature is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the Cognosis Deluge, and it takes 42 (12d6) acid damage at the start of each of Ama'khara's turns.
If the Cognosis Deluge takes 50 damage or more on a single turn from a creature inside it, Ama'khara must succeed on a DC 25 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of Ama'khara. If the Cognosis Deluge dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone.
Tentacle. Melee Weapon Attack: +15 to hit, reach 30 ft., one target. Hit: 18 (3d6 + 8) bludgeoning damage, and the target is grappled (escape DC 23). Until this grapple ends, the target is restrained. The Cognosis Deluge has ten tentacles, each of which can grapple one target.
Fling. One Large or smaller object held or creature grappled by Ama'khara 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 23 Dexterity saving throw or take the same damage and be knocked prone.
Tail. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 8) bludgeoning damage.
Frightful Presence. Each creature of Ama'khara choice that is within 120 feet of the Cognosis Deluge and aware of it must succeed on a DC 24 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dracolich’s Frightful Presence for the next 24 hours.
Lightning Storm. Ama'khara magically creates three bolts of lightning, each of which can strike a target the kraken can see within 120 feet of it. A target must make a DC 23 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one.
Mind Blast (Recharge 5–6). Creatures of the elder brain’s choice within 60 feet of it must succeed on a DC 18 Intelligence saving throw or take 32 (5d10 + 5) psychic damage and be stunned for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Lightning Breath (Recharge 5–6). The Cognosis Deluge exhales lightning in a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 24 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one.
Spellcasting (Psionics). The Cognosis Deluge casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 23):
At will: detect thoughts, levitate
3/day: modify memory, Telekinesis, Hold Monster
1/day each: Disintegrate, dominate monster, plane shift (self only)
The Cognosis Deluge 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 Cognosis makes one tentacle attack or uses its Fling.
Lightning Storm (Costs 2 Actions). Ama'khara uses Lightning Storm.
Description
An Aboleth, Ama’khara is innately powerful and intelligent, however he looked to expand his power beyond that of his species. This started by joining the web of Zhentarim merchants by occupying a critical extraplanar contact. When trading a Marid heirloom for a Drow grimoire, Ama'khara's contact included a mind flayer tadpole. Intrigued, Ama'khara began his work. Through experiments on Mind Flayers, he underwent partial ceramorphis and then further controlled his mutated Tadpole to become an elder brain, enhancing his natural psionic powers - to the point where thinking would generate electric energy. Knowing he could not control the increase in his power, Ama’khara entered the plane of Water, seeking to destroy the ancient Blue Seadragon, Alsrun the Great Devourer to use the Seadrgon’s bones as the basis for further mutation.
In a colossal battle, Ama'khara slew his foe and claimed the bones of the Great Devourer for his own. With them and his advanced mind, he sculpted his flesh to grow along them, growing an immense ray fin that functioned as a wing if out of the water. From there, Ama'khara stole Alsrun's lair and bought slaves from the Zhents, many of which he then forced to undergo Ceramorphis to serve as his body guards and personal minions, in addition to the throngs of Tritons, Sahuagin, Water Elementals and similar creatures which have no way to to resist his overpowering mind.
Unlike most Aboleths or Elder Brains, Ama'khara is a natural conversationalist and enjoys the company of others. He keeps loose control on his hivemind, which has allowed for more creatures to escape it than any true Elder Brain would accept. His court, which he maintains in a city made of both organic flesh, glass-like silica, and raw, pure silver, is lively with multiple interplanar guests at any time.
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.
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