Gargantuan Aberration, Chaotic Evil
Armor Class 18 Natural Armor
Hit Points 472 (27d20 + 189)
Speed 20 ft., swim 60 ft.
STR
28 (+9)
DEX
11 (+0)
CON
25 (+7)
INT
22 (+6)
WIS
18 (+4)
CHA
20 (+5)
Saving Throws STR +15, DEX +6, CON +13, WIS +10, CHA +11
Skills Perception +10, Stealth +6
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Acid, Psychic
Condition Immunities Charmed, Frightened, Paralyzed
Senses Truesight 120ft, Passive Perception 20
Languages Telepathy 120ft, Void Speech
Challenge 18 (20,000 XP)
Proficiency Bonus +6
Traits

Inky Dominance: The kraken creates a 60-foot-radius cloud of ink centered on itself the first time it takes damage every two turn. The cloud heavily obscures the area and lasts until the end of its next turn.

Tentacle Mastery: The kraken can grapple up to eight creatures at once.

Actions

Multiattack: The kraken makes three tentacle attacks and one bite attack.

Tentacle: Melee Weapon Attack: +15 to hit, reach 30 ft., one target. Hit: 30 (4d10 + 9) bludgeoning damage, and the target is grappled (escape DC 18).

Bite: Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 40 (6d10 + 9) piercing damage.

 

 

Ink Vortex (Recharge 6): The kraken creates a swirling vortex of ink in a 30-foot radius. Creatures in the area must succeed on a DC 18 Strength saving throw or be pulled 15 feet toward the kraken and take 27 (6d8) bludgeoning damage..

Bonus Actions

Tentacle Slam (Recharge 4–6):
The kraken chooses one tentacle within range of a creature. It slams the tentacle into the target, dealing 15 (2d10 + 4) bludgeoning damage. The target must succeed on a DC 18 Strength saving throw or be grappled (escape DC 18).

Reactions

Ink Counterstrike:
When a creature within 10 feet of the kraken hits it with a melee attack, the kraken can release a burst of ink. The attacker must succeed on a DC 16 Dexterity saving throw or be blinded until the end of their next turn. This reaction can only be used once per round.

Legendary Actions

The Abyssal Kraken can take 3 legendary actions, choosing from the options below. Only one legendary action 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.

  1. Tentacle Strike:
    The kraken targets one creature it can see within 20 feet of a tentacle. The target takes 15 (2d10 + 4) bludgeoning damage and must succeed on a DC 18 Strength saving throw or be pulled 10 feet closer to the kraken.

  2. Ink Surge:
    The kraken spreads ink in a 30-foot radius centered on itself. All creatures in the area must succeed on a DC 17 Dexterity saving throw or have their speed halved until the end of their next turn. The area becomes lightly obscured until the start of the kraken’s next turn.

  3. Abyssal Grasp (Costs 2 Actions):
    The kraken manipulates ink to lash out at up to three creatures within 60 feet. Each target must make a DC 18 Dexterity saving throw or take 13 (2d8 + 4) necrotic damage and be restrained until the end of their next turn.

Description

The Abyssal Kraken is a monstrous ruler of the Inken Sea, feared by even the most dangerous predators. Its tentacles can crush ships and drag entire groups into the ink.

Shadowslider69

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