Kraken
Krakens predate the biospheres they live in and are unrelated to any other creature there. They take vessels whole, and worlds with a kraken route their shipping around its waters.
- Physiology
- Monster, Beast
- Size
- Colossal
- Speed
- 20 ft., swim 80 ft.
- Armor class
- 20 (ancient hide)
- Hit points
- 297 (17d20 + 119)
- Proficiency
- +6
- STR 30 +10 save +16
- DEX 11 +0 save +6
- CON 25 +7 save +13
- INT 20 +5 save +11
- WIS 18 +4 save +4
- CHA 20 +5 save +5
- Skills
- Perception +10 , Insight +10
- Passive Perception
- 20
- Senses
- truesight 120 ft., blindsight 120 ft., telepathy 120 ft.
- Languages
- understands Primordial
- Damage resistances
- cold, bludgeoning, piercing, slashing
- Damage immunities
- lightning, poison
- Condition immunities
- frightened , paralyzed , poisoned , prone
- Found in
- Oceanic Trench , Open Ocean
Spells
Channels with CHA. Save DC 19, spell attack +11 .
Casts innately, with no components and no gestures. Its control of water and weather is not learned behavior.
- At will Control Water , Detect Thoughts , Gust of Wind
- 3/day each Dominate Beast , Breaker
- 1/day each Nimbus , Undertow
Traits
-
Legendary Resistance
Three times per day, when it fails a saving throw, it can choose to succeed instead.
-
Amphibious
Breathes air and water.
-
Siege Frame
Deals double damage to vessels and structures.
Actions
-
Tentacle
+16 to hit · reach 30 ft.
3d10 + 10 bludgeoning damage
Three attacks. A Huge or smaller creature hit is Grappled. The kraken can hold up to ten Grappled creatures at once, and maintaining them costs it no action.
-
Drag Under
DC 24 Strength save
Each creature Grappled by the kraken is pulled underwater and takes 12d8 bludgeoning damage on a failed save, or half as much on a success.
-
Lightning Storm
DC 19 Dexterity save
Three bolts, each to a point within 120 feet. Each creature within 10 feet of a bolt takes 6d8 lightning damage on a failed save, or half as much on a success. Recharges on a 5 or 6.
-
Ink Cloud Reaction
When the kraken takes damage while underwater, it fills a 60-foot radius around itself with ink. The area is heavily obscured until the end of the kraken's next turn, the kraken can see through it, and it can immediately swim up to half its speed. Creatures Grappled by it are carried with it.
-
Tentacle Sweep Legendary
The kraken attacks one creature it can see with a tentacle.
-
Hull Strike Legendary
DC 24 Dexterity save
The kraken strikes a vessel or structure it can reach. The vessel takes 4d10 bludgeoning damage, doubled by Siege Frame, and every creature aboard must succeed on a Dexterity saving throw or be knocked Prone.
-
Haul In Legendary
This action costs two legendary actions. Every creature Grappled by the kraken is pulled 30 feet toward it and, if that puts it underwater, begins suffocating.