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Kraken (KRAY-kenz)

Written by Esau Dm


KRAKEN

Krakens called are large, ocean-dwelling magical beasts. Krakens are still feared across the known world of Esau. They are creatures that dwell in the great depths of the ocean and seas. They usually come to the surface to prey upon ships and their crews.

Description
They are akin to squids except much larger in size, with a body almost 30 feet (9.1 meters) long. They have a similar body to a Giant Squid, with a ring of tentacles surrounding a mouth connected to a conical central body. Two of its ten tentacles are longer than the rest and has deadly barbs. The kraken has very large round eyes, and long fins protruded from the upper part of its elongated central body.[4]
When younger, krakens resemble a pale squid. The adults have massive tentacles can crush the hull of a galleon.

Size = Gargantuan
Type = Monstrosity
Alignment = Chaotic evil
Challenge rating = Juvenile 14; Adult 23


Combat
While the kraken itself is quite powerful, many never actually sight the creature's body. It hides below the surface of the water, where it can be protected from any attacks by a ship's defenders. The kraken tends to instead sent forth its massive tentacles to catch crewmen and drag them below the water - where the beast can devour the unfortunate souls in a single gulp.



LAIR

A Kraken’s Lair A kraken lives in dark depths, usually a sunken rift or a cavern filled with detritus, treasure, and wrecked ships.

Lair Actions
On initiative count 20 (losing on 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 kraken’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.

Regional Effects
The region containing a kraken’s lair is warped by the creature’s blasphemous presence, creating the following magical effects:
* The kraken can alter the weather at will in a 6-mile radius centered on its lair. The effect is identical to the control weather spell.
* Water Elementals collect together 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 2 or lower are charmed by the kraken, and aggressive toward intruders in the area. When the kraken dies, all of these regional effects fade immediately.


    Krakens attacked predominantly with their tentacles. They could both constrict opponents and bring them into the reach of the creature's huge jaws. In addition, krakens could also release an enormous cloud of jet-black ink, regenerate severed limbs, and even cast spells

Basic Information

Biological Traits

Kraken
Gargantuan monstrosity (titan), chaotic evil
Armour Class 18 (Natural Armour)
Hit Points 472 (27d20+189)
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 +13, Wis +11
Damage Immunities Lightning; Bludgeoning, Piercing, and Slashing From Nonmagical Attacks
Condition Immunities: Frightened, Paralyzed
Senses: Truesight 120 Ft., passive Perception 14, Telepathy 120 Ft.
Challenge 23 (50,000 XP)
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.

Traits
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.


ACTIONS Multiattack: The Kraken 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
Can take 3 Legendary ACTIONS, choosing from the options below. Only one legendary Action can be used at a time, and only at the end of another creature's turn. Spent legendary ACTIONS are regained at the start of each 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.


NOTES Young Kraken

Civilization and Culture

Naming Traditions

Named after Titans, Giants and Deities.

Most famous is Kryaa, named after the Goddess Kryaa (The Crashing Wave).

Major Language Groups and Dialects

SPEAKS + Common;
+ Aquan;
Understands - but can't speak
+ Abyssal;
+ Celestial;
+ Tryant;
+ Sylvian
+ Infernal;
+ Primordial;

Average Weight
about 4,000  pounds (1,800  kilograms)
Average Length
about 100  feet (30  meters)
Geographic Distribution

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