Huge Monstrosity (Titan), Neutral Evil
Armor Class 17 Natural Armor
Hit Points 236 (13d20 + 94)
Speed 20 ft., Swim 60 ft.
STR
22 (+6)
DEX
10 (+0)
CON
18 (+4)
INT
20 (+5)
WIS
16 (+3)
CHA
20 (+5)
Saving Throws STR +11, DEX +5, CON +9, INT +10, WIS +8
Damage Resistances Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Frightened, Paralyzed
Senses Truesight 120ft, Passive Perception 14
Languages Abyssal, Celestial, Common, Draconic, Dwarvish, Elvish, Infernal, Primordial, Telepathy 120 ft but can't speak
Challenge 14 (11,500 XP)
Proficiency Bonus +5
Traits
 

Amphibious. The Champion can breathe air and water.

Freedom of Movement. The Champion ignores difficuly 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.

Siege Monster. The Champion deals double damage to objects and structures.

Actions

Multiattack. The Champion makes three tentacle attacks, each of which it can replace with one use of Fling.

Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: (2d8+6) piercing damage. If the target is a Large or smaller creature grappled by the Champion, 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 Champion, and it takes (6d6) acid damage at the start of each of the Champion's turns.

If the Champion takes 50 damage or more on a single turn from a creature inside it, the Champion 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 the Champion. If the Champion 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: +11 to hit, reach 30 ft., one target. Hit: (2d6+6) bludgeoning damage, and the target is grappled (escape DC 18). Until this grapple ends, the target is restrained. The Champion has ten tentacles, each of which can grapple one target.

Fling. One Large or smaller object held or creature grappled by the Champion 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 18 Dexterity saving throw or take the same damage and be knocked prone.

Lightning Storm. The Champion 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 18 Dexterity saving throw, taking (2d10) lightning damage on a failed save, or half as much damage on a successful one.

Legendary Actions

The Champion 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 Champion regains spent legendary actions at the start of its turn.

Tentacle Attack or Fling. The Champion makes one tentacle attack or uses its Fling.

Lightning Storm (Costs 3 Actions). The Champion uses Lightning Storm.

Ink Cloud (Costs 2 Actions). While underwater, the Champion expels an ink cloud in a 60-foot radius. The cloud spreads around corners, and that area is heavily obscured to creatures other than the Champion. Each creature other than the Champion that ends its turn there must succeed on a DC 18 Constitution saving throw, taking (2d10) poison damage on a failed save, or half as much damage on a successful one. A strong current disperses the cloud, which otherwise disappears at the end of the Champion's next turn.

Monster Tags: Titanmonstrosity

Habitat: Underwater

ReverenClaw

Comments

  • To post a comment, please or register a new account.
Posts Quoted:
Reply
Clear All Quotes