Amanzi | NPC Sheet | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Amanzi

Gargantuan Kraken, Chaotic Neutral

Armor Class 18
Hit Points 537
Speed: 20 ft Swim: 60 ft

STR

30
( +10 )

DEX

11
( +0 )

CON

25
( +7 )

INT

22
( +6 )

WIS

18
( +4 )

CHA

20
( +5 )

Saving Throws STR +17, DEX +7, CON +14, INT +12, WIS +11
Skills Amphibious. The kraken can breathe air and water.
  Freedom of Movement. The kraken ignores difficult 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 kraken deals double damage to objects and structures.
Damage Immunities Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Frightened, Paralyzed
Senses Truesight 120 ft. Passive Perception 14
Languages Abyssal, Celestial, Infernal, Primordial, Sylvan, Telepathic 120ft
Challenge Rating 23
Proficiency Bonus +7

Description

Amanzi is a kraken who is a board member of the Gathering of Golden Leaves.

Ideals

Doing an effort is too much work. Lazing around is better than unecessary.

Bonds

Hates humans because of his repeted conflicts with them, non of which where he was the aggressor

Flaws

Lazy to a fault, will prioritize doing nothing unless totally necassary

Suggested Environments

Resides in the Sea temple in Mercan, never leaving it.

Actions

Multiattack. Amanzi makes three tentacle attacks, each of which it can replace with one use of Fling.
  Bite. Melee Weapon Attack: +17 to hit, reach 5 ft., one target. Hit: 23 (3d8 + 10) piercing damage. If the target is a Large or smaller creature grappled by the kraken, 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 kraken, and it takes 42 (12d6) acid damage at the start of each of the kraken's turns.

If the kraken takes 50 damage or more on a single turn from a creature inside it, the kraken 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 kraken. If the kraken 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: +17 to hit, reach 30 ft., one target. Hit: 20 (3d6 + 10) bludgeoning damage, and the target is grappled (escape DC 18). Until this grapple ends, the target is restrained. The kraken has ten tentacles, each of which can grapple one target.
  Fling. One Large or smaller object held or creature grappled by the kraken 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 kraken 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 23 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one.

Legendary Actions

The kraken 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 kraken regains spent legendary actions at the start of its turn.
  Tentacle Attack or Fling. The kraken makes one tentacle attack or uses its Fling.
  Lightning Storm (Costs 2 Actions). The kraken uses Lightning Storm.
  Ink Cloud (Costs 3 Actions). While underwater, the kraken 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 kraken. Each creature other than the kraken that ends its turn there must succeed on a DC 23 Constitution saving throw, taking 16 (3d10) 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 kraken's next turn.

Lair Actions

On initiative count 20 (losing initiative ties), the kraken takes a lair action to cause one of the following magical effects:
  A strong current moves through the kraken’s lair. Each creature within 60 feet of the kraken must succeed on a DC 23 Strength saving throw or be pushed up to 60 feet away from the kraken. On a success, the creature is pushed 10 feet away from the kraken.
Creatures in the water within 60 feet of the kraken have vulnerability to lightning damage until initiative count 20 on the next round.
The water in the Amanzi's lair becomes electrically charged. All creatures within 120 feet of the kraken must succeed on a DC 23 Constitution saving throw, taking 10 (3d6) lightning damage on a failed save, or half as much damage on a successful one.

Amanzi lives inside his temple which is only filled with water half way towards the roof. The temple is surrounderd by the city Mercan filled with many different both aquatic and non-aquatic races.

Regional Effects

The temple listens Amanzi's powerful presence, creating the following magical effects:
  Amanzi can alter the weather at will in a 6-mile radius centered on his lair. The effect is identical to the control weather spell.
Amanzi's soldiers coalesce within 6 miles of the lair. These soldiers are water elementals and can’t leave the water..
Aquatic creatures within 6 miles of the lair that have an Intelligence score of 2 or lower are charmed by the kraken and aggressive toward intruders in the area.


Created by

Azreal Angel.

Statblock Type

NPC Sheet

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