| Mod | Save | ||
|---|---|---|---|
| STR | 30 | +10 | +19 |
| DEX | 16 | +3 | +3 |
| CON | 30 | +10 | +19 |
| Mod | Save | ||
|---|---|---|---|
| INT | 22 | +6 | +6 |
| WIS | 22 | +6 | +15 |
| CHA | 24 | +7 | +16 |
APPEARANCE
A colossal kraken-titan plated in living mythril, glowing with dawnfire halos frozen between seconds. Tentacles drip radiance and necrotic vapor. Eyes burn gold and crimson. Ossified dawn-metal wings unfurl behind it, a paradox made flesh.
Legendary Resistance (4/Day)
If the krake fails a saving throw, it can choose to succeed instead.
Holy–Vampiric Core
Any radiant or necrotic damage the krake deals counts as both. Resistance or immunity to one does not reduce damage.
Mythril Dawn-Carapace
Advantage on saving throws vs spells; critical hits become normal hits; first creature to hit the krake each round takes 20 radiant damage.
Dual-Natured Aura (30-ft Aura)
Allies regain 20 hit points at start of turn. Hostiles take 20 radiant + 20 necrotic. Enemy undead make a DC 22 Wisdom save or are stunned.
Unyielding Eternum (1/Long Rest)
At 0 hit points, at end of that turn the krake returns to the exact hit points and conditions it had one round earlier.
Titanic Spellcasting
The krake’s spellcasting ability is Charisma (spell save DC 22, +14 to hit).
Innate Spellcasting
It can cast the following spells innately, without components:
At will: detect thoughts, control water, darkness, gust of wind, detect magic, vampiric touch
3/day each: dispel magic, fear, blight, cone of cold (6th level), chain lightning
1/day each: tsunami, sunburst, symbol (fear or pain), flesh to stone, storm of vengeance
Vampiric Blood-Arcana
At will: false life (20 temp hp), chill touch
3/day each: eyebite, harm, shadow of moil, enervation
1/day each: power word kill, mass heal (necrotic variant)
Mass Heal (Necrotic Variant).
Heals undead or constructs normally, harms no living creature.
Leviathan Sorcery (9th-Level Caster)
Spell Slots 4/3/3/3/2/1
1st: shield, absorb elements, fog cloud
2nd: mirror image, shatter
3rd: counterspell, tidal wave
4th: Evard’s black tentacles, control water
5th: antilife shell, cloudkill
6th: circle of death
Abyssal Iron Overchannel (1/Day)
When casting a spell of 6th level or lower, the krake may cast it as if using a 9th-level slot by paying half it's remaining HP rounded up.
All damage dice are maximized for the spell; creatures make saving throws at disadvantage against the spell.
Echolocation.
The krake can perceive its surroundings without relying on sight within 240 feet. A creature hidden from the krake by silence magic or that emits no sound cannot be perceived by this trait. The krake must be able to hear to use this ability.
Multiattack.
The krake makes three attacks: two with its tentacles and one with its maw, or two tentacles and one use of Dawnfire Pulse.
Tentacle of Paradox.
Melee Weapon Attack: +19 to hit, reach 50 ft., one target.
Hit: 40 (6d8 + 11) bludgeoning damage plus 22 (4d10) radiant damage and 22 (4d10) necrotic damage.
The target is grappled (escape DC 24) and restrained. The krake can grapple up to ten creatures.
Maw of the Dawn-Blood Abyss.
Melee Weapon Attack: +19 to hit, reach 25 ft., one target.
Hit: 50 (6d10 + 11) piercing damage plus 35 (8d8) radiant-necrotic fusion damage.
If the target is grappled, it is swallowed.
Swallowed.
A swallowed creature is blinded, restrained, has total cover, and takes 22 (4d10) acid damage, 22 (4d10) radiant damage, and 22 (4d10) necrotic damage at the start of each of the krake’s turns.
If the krake takes 60 or more damage from inside on a single turn, it must succeed on a DC 26 Constitution saving throw or regurgitate all swallowed creatures.
Dawnfire Pulse (Recharge 5–6).
The krake releases a blast of paradox energy in either a 180-foot line (10 feet wide) or a 60-foot cone.
Each creature must succeed on a DC 26 Constitution saving throw or take 99 (18d10) radiant damage and 99 (18d10) necrotic damage, or half as much on a success.
A creature reduced to 0 hit points is reduced to ash.
The krake can take 3 legendary actions, choosing from the options below.
Crushing Coil.
The krake makes one Tentacle of Paradox attack.
Radiant-Void Step.
The krake teleports up to 60 feet to an unoccupied space it can see.
Each creature within 10 feet of the space it left takes 14 (4d6) radiant damage and 14 (4d6) necrotic damage.
Holy Wrath Detonation (Costs 2 Actions).
Each creature within 30 feet must make a DC 26 Constitution saving throw or take 31 (9d6) radiant damage and 31 (9d6) necrotic damage and be knocked prone.
On a success, the creature takes half damage and isn’t knocked prone.
Lair and Lair Actions
On initiative count 20 (losing initiative ties), the Aurorablut-Krake Eternus takes a lair action. It can’t use the same lair action two rounds in a row.
Hadal Deluge Manifestation.
The krake creates a vast quantity of abyssal water and floods any portion of the underground chamber it chooses. It determines which areas fill with water and which remain dry, shaping the initial spread as it creates it. After the water forms, the krake can shift its depth, rise, or recession by up to 10 feet each round as part of this lair action, allowing it to adjust flooded zones within the cavern. It cannot fully control currents or forceful movement, only the distribution and depth of the water.
The krake may alter the appearance of the water, changing color, luminosity, reflections, silhouettes, depth cues, and underwater echoes. A creature may make a DC 25 Intelligence (Investigation) or Wisdom (Perception) check to discern the true appearance of the water. On a success, it ignores the illusions for 1 hour. On a failure, it has disadvantage on Perception checks relying on sight or sound while interacting with or looking through the water. The krake always perceives the true state of the terrain.
Abyssal Pressure Shift.
The krake alters the ambient pressure throughout the flooded cavern. Choose one of the following effects until initiative count 20 on the next round:
• High Pressure: Water counts as difficult terrain for creatures other than the krake, and creatures that begin their turn in the water must succeed on a DC 22 Constitution saving throw or have their speed halved until the end of their turn.
• Low Pressure: Visibility worsens; creatures other than the krake have disadvantage on Perception checks that rely on sight or hearing, and ranged attacks made in or through the water are made with disadvantage. The krake is unaffected.
Echo-Layer Distortion.
The krake warps sound within the cavern. Until initiative count 20 on the next round, creatures other than the krake have disadvantage on Perception checks that rely on hearing. A creature attempting to pinpoint the krake’s location must succeed on a DC 22 Wisdom (Perception) check or misjudge its position by up to 100 feet. The krake has advantage on attack rolls against creatures that fail this check.
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