Amphibious. Ur-Scylla can breathe air and water.
Anemone Tendrils. Any creature that comes into contact with Ur-Scylla's hair must make a DC 18 Dexterity saving throw. On a failed save, the creature takes 11 (2d10) poison damage and must then succeed on a DC 27 Constitution saving throw or be poisoned for 1 minute. If the saving throw fails by 5 or more, the target is also paralyzed while poisoned in this way. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Antimagic Shell. Ur-Scylla has advantage on saving throws against spells and other magical effects, and any creature making a spell attack against her has disadvantage on the attack roll. If Ur-Scylla succeeds on her saving throw against a spell or a spell attack misses her, an additional effect might occur, as determined by rolling a d6:
1–2. If the spell affects an area or has multiple targets, it fails and has no effect. If the spell targets only Ur-Scylla, it has no effect on her and is reflected back at the caster, using the spell slot level, spell save DC, attack bonus, and spellcasting ability of the caster.
3–4. No additional effect.
5–6. Ur-Scylla’s shell converts some of the spell’s energy into a burst of destructive energy. Each creature within 30 feet of Ur-Scylla must make a DC 27 Constitution saving throw, taking 1d6 lightning damage per level of the spell on a failed save, or half as much damage on a successful one.
Colossal. Ur-Scylla is considered one size larger than Gargantuan.
Electrified Body. Any creature that touches Ur-Scylla or hits her with a melee attack takes 11 (2d10) lightning damage.
Freedom of Movement. Ur-Scylla ignores difficult terrain, and magical effects can't reduce her speed or cause her to be restrained. She can spend 5 feet of movement to escape from nonmagical restraints or being grappled.
Legendary Resistance (3/Day). If Ur-Scylla fails a saving throw, she can choose to succeed instead.
Magic Weapons. Ur-Scylla's weapon attacks are magical.
Regeneration. Ur-Scylla regains 20 hit points at the start of each of her turns if she has at least 1 hit point.
Siege Monster. Ur-Scylla deals double damage to objects and structures.
Spellcasting. Ur-Scylla is a 20th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 25; +17 to hit with spell attacks). She has the following cleric spells prepared:
Cantrips (at will): guidance, mending, resistance, spare the dying, word of radiance
1st level (4 slots): bless, command, create or destroy water, cure wounds, fog cloud, sanctuary, shield of faith, thunderwave
2nd level (3 slots): aid, calm emotions, gust of wind, lesser restoration, shatter, silence, warding bond
3rd level (3 slots): beacon of hope, call lightning, dispel magic, life transference, lightning bolt, protection from energy, revivify, sleet storm
4th level (3 slots): banishment, control water, death ward, guardian of faith, ice storm
5th level (3 slots): destructive wave, dispel evil and good, geas, greater restoration, insect plague (conjures marine crustaceans instead of locusts)
6th level (2 slots): chain lightning, freezing sphere, harm, heal
7th level (2 slots): divine word, fire storm, regenerate, whirlwind
8th level (1 slot): antimagic field, control weather, tsunami
9th level (1 slot): mass heal, prismatic wall, storm of vengeance
Tempest Proficiencies. Ur-Scylla is proficient with simple and martial weapons, shields, and all armor.
Channel Divinity. Ur-Scylla has the ability to channel divine energy to fuel magical effects. She can use this trait three times, and regains all expended uses when she finishes a short or long rest. When Ur-Scylla uses her Channel Divinity, she chooses which effect to create from the following options:
Channel Divinity: Turn Undead. As an action, Ur-Scylla can use her Channel Divinity to censure the undead. Each undead that can see or hear her within 150 feet of her must make a DC 25 Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.
A turned creature must spend its turns trying to move as far away from Ur-Scylla as it can, and it can’t willingly move to a space within 30 feet of her. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.
When an undead of challenge rating 4 or lower fails its saving throw against Ur-Scylla's Turn Undead feature, it is instantly destroyed.
Channel Divinity: Destructive Wrath. When Ur-Scylla rolls lightning or thunder damage, she can use her Channel Divinity to deal maximum damage, instead of rolling.
Divine Intervention. Ur-Scylla can cast wish once without expending a spell slot or suffering the stress of casting the spell to produce any effect other than duplicating another spell. Once this trait has been used, it can't be used again until 7 days have passed.
Divine Strike (1/Turn). Ur-Scylla deals an extra 11 (2d10) thunder damage when she hits a target with a weapon attack.
Stormborn. Ur-Scylla has a flying speed equal to her current walking speed whenever she is not underground or indoors.
Thunderbolt Strike. When Ur-Scylla deals lightning damage to a creature, she can also push it up to 10 feet away from her.
Multiattack. Ur-Scylla can use her Voice of the Kraken, if available. She then makes five attacks: four with her tentacles, each of which she can replace with one use of Fling, and one with her Thunderous Touch. As a bonus action, she can make an eel hair attack against each creature of her choice within 10 feet of her.
Bite. Melee Weapon Attack: +19 to hit, reach 5 ft., one target. Hit: 28 (4d8 + 10) piercing damage. If the target is a Huge or smaller creature grappled by Ur-Scylla, 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 Ur-Scylla, and it takes 56 (16d6) acid damage at the start of each of the Ur-Scylla's turns.
A creature reduced to 0 hit points while swallowed is dissolved and digested by Ur-Scylla. Any nonmagical items the target was holding or carrying are destroyed as well. When Ur-Scylla digests a creature, she gains a number of Hit Dice (d20s) equal to half the creature’s number of Hit Dice.
If Ur-Scylla takes 60 damage or more on a single turn from a creature inside it, Ur-Scylla must succeed on a DC 27 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of Ur-Scylla. If Ur-Scylla dies, a swallowed creature is no longer restrained by her and can escape from the corpse using 20 feet of movement, exiting prone.
Eel Hair. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 8 (2d6 + 1) piercing damage plus 4 (1d8) lightning damage and the target is grappled (escape DC 18). Alternatively, Ur-Scylla can forego making an attack roll to subject a target to her Anemone Tendrils trait.
Tentacle. Melee Weapon Attack: +19 to hit, reach 40 ft., one target. Hit: 24 (4d6 + 10) bludgeoning damage, and the target is grappled (escape DC 22). Until this grapple ends, the target is restrained. Ur-Scylla has ten tentacles, each of which can grapple one target.
Fling. One Huge or smaller object held or creature grappled by Ur-Scylla is thrown up to 80 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 22 Dexterity saving throw or take the same damage and be knocked prone.
Thunderous Touch. Melee Spell Attack: +17 to hit, reach 15 ft., one creature. Hit: 27 (5d10) thunder damage.
Lightning Storm. Ur-Scylla magically creates four bolts of lightning, each of which can strike a target Ur-Scylla can see within 150 feet of her. A target must make a DC 27 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one.
Quicken. Ur-Scylla spends one Hit Die. Roll the die and add Ur-Scylla's Constitution modifier. Instead of regaining hit points, she conceives a number of eggs equal to the total. Ur-Scylla can't use this action while withdrawn into her shell, and can't use her Shell Defense action while carrying eggs.
Spawn. Ur-Scylla can use this option only if she is carrying eggs. Ur-Scylla lays a clutch of up to 10 (3d6) Tiny kraken eggs (see "Kraken Eggs" below) which appear in her space. When they hatch, the kraken hatchlings are under Ur-Scylla’s control and act immediately after Ur-Scylla in the initiative order.
Shell Defense. Ur-Scylla withdraws into her shell. Until she emerges, she gains a +5 bonus to AC, has advantage on Strength and Constitution saving throws, and has resistance to all damage. While in her shell, Ur-Scylla is prone and restrained, and the only action she can take is a bonus action to emerge.
Voice of the Kraken (Recharge 6). Ur-Scylla speaks with a thunderous voice audible within 300 feet. Creatures of Ur-Scylla’s choice that can hear the her words (which are spoken in Abyssal, Celestial, Infernal, or Primordial) must succeed on a DC 25 Charisma saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Change Shape. Ur-Scylla magically polymorphs into a humanoid, beast, fey, giant, or monstrosity that has an innate swimming speed and a challenge rating no higher than her own, or back into her true form. She reverts to her true form if she dies. Any equipment she is wearing or carrying is absorbed or borne by the new form (Ur-Scylla's choice).
In a new form, Ur-Scylla retains her alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, class features, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Her statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.
Wrath of the Storm (8/day). When a creature Ur-Scylla can see hits her with a melee attack, she can use her reaction to cause the creature to make a DC 25 Dexterity saving throw. The creature takes 11 (2d10) lightning or thunder damage (Ur-Scylla's choice) on a failed saving throw, and half as much damage on a successful one.
Ur-Scylla 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. Ur-Scylla regains spent legendary actions at the start of its turn.
Eel Hair. Ur-Scylla makes one eel hair attack against each creature within 10 feet of her.
Quicken. Ur-Scylla uses her Quicken.
Shell. Ur-Scylla uses her Shell Defense to withdraw into or emerge from her shell.
Tentacle Attack or Fling. Ur-Scylla makes one tentacle attack or uses her Fling.
Crush (Costs 2 Actions). Each creature that Ur-Scylla is grappling with her tentacles is crushed for 24 (4d6 + 10) bludgeoning damage.
Lightning Storm (Costs 2 Actions). Ur-Scylla uses her Lightning Storm.
Ink Cloud (Costs 3 Actions). While underwater, Ur-Scylla expels an ink cloud in a 80-foot radius. The cloud spreads around corners, and that area is heavily obscured to creatures other than Ur-Scylla. Each creature other than Ur-Scylla that ends its turn there must succeed on a DC 27 Constitution saving throw, taking 22 (4d10) 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 Ur-Scylla's next turn.
Musk (Costs 3 Actions). While underwater, Ur-Scylla releases a pheromone that targets each creature within 150 feet of her that isn’t a construct or undead. Each target must succeed on a DC 27 Wisdom saving throw or be charmed by Ur-Scylla for 1 minute. A creature charmed in this way regards Ur-Scylla with fanatical devotion as its true love, doing its best to obey her orders. Each time the target takes damage from a source other than Ur-Scylla, it can repeat the saving throw, ending the effect on itself on a success.
If a target would not normally be attracted to Ur-Scylla's gender, it makes its saving throws against this effect with advantage. Male krakens make their saving throws against this effect with disadvantage. A target that successfully saves is immune to Ur-Scylla's Musk for the next 24 hours.
Description
At the beginning of time, krakens served as fierce warriors of the gods. When the gods’ wars ended, most krakens shrugged free of their servitude, never again to be bound by other beings—but not all.
A small number of krakens never shook free of the gods' control, or upon gaining their freedom found meaning in their original purpose as enforcers of gods' will. take pride in their roles as the siege engines and weapons of mass destruction in a god's arsenal of agents on the Material Plane.
Ur-Scylla is one such kraken. Though she long ago shook free of the gods' control, she remained in the service of the divine, and to this day devoutly follows their will.
As one of oldest living krakens, Ur-Scylla remembers the days her kind served under the dominion of the gods, and to what purpose. She remembers the Dawn War and the countless subsequent conflicts it sparked or that followed in its wake. She remembers the devastation wrought by otherworldly beings and their followers. She remembers what they were forced to fight for: to preserve the balance; and the consequences of failing to do so. As a result, she refuses to stray from the purpose the gods originally had for her.
While most krakens gather slaves and worshipers to carry out their petty whims or feed their vanity, Ur-Scylla seeks capable followers to act as agents of balance, and charges them to root out and eliminate threats to the natural order—especially those that originate from beneath the waves.
Like many krakens, Ur-Scylla has altered her body by various means over the millennia into her current shape. In her true form, Ur-Scylla has the upper torso of a voluptuous humanoid female with four arms and the lower body of a colossal cephalopod. In place of hair, Ur-Scylla has a writhing mass of brilliantly-colored tendrils, the ends of which open into fanged maws when she is agitated. An enormous nautilus shell is positioned like the bustle of a lady's dress on her lower back, and great, ray-like fins extend like wings from her back from shoulders to shell.
When interacting with her allies or followers, Ur-Scylla often shapechanges to adopt the form of a cecaelia—a merfolk-like humanoid with the lower body of an octopus.
Ur-Scylla is known to have a motherly nature, owed in great part to her fecundity as a broodmother. A large number of krakens living today can trace their lineage back to her, though none owe her fealty due to the structure of kraken society. Though it pains her, she deems the rest of her descendants and the rest of her kind to be a lost cause, and has determined to start again.
Due to the certainty that any mate she encounters will be blasphemously evil, she has modified her body to be able to reproduce asexually. It is her hope that by producing offspring without an evil sire, her young will not inherit the evil impulses so endemic to the rest of her kind, and that her young will grow up to be like her. Though she is currently unaware of it, her wish will one day become truer than she would have hoped, as each hatchling she produces this way is an exact clone of herself.
Though she does not require a mate to reproduce, she has been known to take consorts—most often in the form of giant nautiluses and the occasional bronze dragon.
Lair and Lair Actions
Ur-Scylla's Lair
Ur-Scylla makes her lair in an enormous temple, a palace of pearl carved into a lush and vibrant coral reef, teeming with life, at the bottom of a blue hole, a deep ocean cavern which is open to the surface and surrounded by small barrier islands. The cavern in which her palace stands is connected to a labyrinth of undersea caverns and tunnels, allowing her to come and go as she pleases without drawing attention from surface-dwellers.
Lair Actions
On initiative count 20 (losing initiative ties), Ur-Scylla takes a lair action to cause one of the following magical effects:
- A strong current moves through Ur-Scylla's lair. Each creature within 60 feet of Ur-Scylla must succeed on a DC 27 Strength saving throw or be pushed up to 60 feet away from her. On a success, the creature is pushed 10 feet away from Ur-Scylla.
- Creatures in the water within 60 feet of Ur-Scylla have vulnerability to lightning damage until initiative count 20 on the next round.
- The water in Ur-Scylla's lair becomes electrically charged. All creatures within 120 feet of her must succeed on a DC 27 Constitution saving throw, taking 14 (4d6) lightning damage on a failed save, or half as much damage on a successful one.
Regional Effects
The region containing Ur-Scylla's lair is warped by her presence, creating the following magical effects:
- Ur-Scylla can alter the weather at will in a 6-mile radius centered on her lair. The effect is identical to the control weather spell and can replicate the storm of vengeance spell within that area once per day.
- 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 6 or lower are charmed by Ur-Scylla, and act as familiars under her command.
- Underwater animals, plants, and good-aligned creatures within 6 miles of Ur-Scylla's lair gain vigor as they evolve toward an idealized form, taking on dazzlingly brilliant hues. Such creatures are aggressive toward evil-aligned intruders in the area, but are rarely aggressive toward anything else that isn't normal prey. Evil creatures can't tolerate the holy atmosphere within the same distance, and are harassed by the creatures under Ur-Scylla's command, causing them to usually choose to live much farther from her domain.
If Ur-Scylla dies, the color of underwater animals and plants fades to normal over 1d10 days. All other regional effects fade immediately.
Kraken Eggs
A kraken egg is a transparent, gelatinous sphere that is a foot in diameter, weighs 35 pounds, and has AC 5, 3 hit points, and immunity to lightning damage. A kraken egg contains the embryo of a new kraken hatchling. When an egg is broken, the embryo inside dies. A kraken egg hatches after 10 years, or when it is in the area of a spell or effect that deals lightning damage. When it hatches, the egg releases a new kraken hatchling, which appears in the egg's space.
A kraken hatchling has the same statistics as an octopus with the following changes:
- It is a monstrosity instead of a beast.
- It has resistance to nonmagical damage, immunity to lightning damage, and immunity to the frightened and paralyzed conditions.
- It has truesight out to a range of 30 feet.
- It knows the lightning lure and shocking grasp cantrips. Constitution is its spellcasting ability for them (spell save DC 10, +2 to hit with spell attacks).
- It is amphibious (it can breathe air or water).
With the DM's permission, a person who casts the find familiar spell can choose to conjure a kraken hatchling instead of a normal octopus.