Mod | Save | ||
---|---|---|---|
STR | 10 | +0 | +0 |
DEX | 12 | +1 | +1 |
CON | 14 | +2 | +2 |
Mod | Save | ||
---|---|---|---|
INT | 11 | +0 | +0 |
WIS | 11 | +0 | +0 |
CHA | 14 | +2 | +2 |
Amphibious. The kraken can breathe air and water.
Ink Cloud (1/day). DC 12, each creature in a 5-foot Emanation origninating from the kraken while it is underwater. Failure: The target has the Blinded condition until the end of the kraken's next turn. Success: No effect.
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2); piercing damage.
Tentacle. Melee Weapon Attack: +3 to hit, reach 30 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage, and the target is grappled (escape DC 12). Until this grapple ends, the target is restrained. The kraken has 6 tentacles, each of which can grapple one target.
Fling. One Tiny or smaller object held or creature grappled by the kraken is thrown up to 15 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 12 Dexterity saving throw or take the same damage and be knocked prone.
Lightning Storm (Recharge 5-6). The kraken magically creates three bolts of lightning, each of which can strike a target the kraken can see within 15 feet of it. A target must make a DC 12 Dexterity saving throw, taking 5 (1d10) lightning damage on a failed save, or half as much damage on a successful one.
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