Kraken Species in Other Realms | World Anvil

Kraken

Beneath the waves, the kraken sleeps for untold ages awaiting some fell sign or calling. Land-born mortals who sail the open sea forget the reasons their ancestors dreaded the ocean, even as the races of the deep ignore strange gaps in their histories when their civilizations nearly vanished after the appearance of the tentacled horror.   Leviathans of Legend At the beginning of time, krakens served as fierce warriors of the gods. When the gods' wars ended, the krakens shrugged free of their servitude, never again to be bound by other beings. Whole nations quake in fear when the kraken emerges from its dark demesne, and even in the middle of the deepest oceans, storms rise or abate according to its will. The kraken is a primeval force that obliterates the greatest achievements of civilization as if they were castles in the sand. Its devastating attacks can destroy ocean trade and halt communication between coastal cities. An ominous darkness presages a kraken's attack, and a cloud of inky poison colors the water around it. Galleons and warships vanish when its tentacles uncoil from the deep, the kraken breaking their masts like kindling before drawing down ships and crew. Not even landlocked surface dwellers are safe from a kraken's wrath. Krakens can breathe air as easily as water, and some crawl up rivers to nest in freshwater lakes, destroying cities and towns along the way. Adventurers tell of these monsters !airing in the ruins of lakeside citadels, their tentacles twined around leaning towers of disintegrating stone.   Mortal Foes Some krakens are virtual gods, with cults and minions spread across sea and land. Others are allied with Olhydra, the evil Princess of Elemental Water, and use her cultists to enforce their will on land and sea. A kraken pleased with its worshipers can becalm rough seas and bring a bounteous harvest of fish to the faithful. However, the devious mind of a kraken isancient beyond reckoning, and is ultimately bent to the ruination of all things.   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 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 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 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 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.  

Kraken

Beneath the waves, the kraken sleeps for untold ages awaiting some fell sign or calling. Land-born mortals who sail the open sea forget the reasons their ancestors dreaded the ocean, even as the races of the deep ignore strange gaps in their histories when their civilizations nearly vanished after the appearance of the tentacled horror.


Armor Class18 (natural armor)
Hit Points 27d20+189
Speed20ft.Swim 60ft.
Strength30 (+10)
Dexterity11 (+0)
Constitution25 (+7)
Intelligence22 (+6)
Wisdom18 (+4)
Charisma20 (+5)
Saving ThrowsStrength d20+18 Dexterity d20+8 Constitution d20+15
Intelligence d20+14 Wisdom d20+12
Damage ImmunitiesLightningBludgeoningPiercing
Slashing from nonmagical weapons
Condition ImmunitiesFrightenedParalyzed
SensesTruesight 120ft.Passive Perception 14
LanguagesUnderstands AbyssalCelestialInfernal
Primordial but can't speakTelepathy 120ft.
Challenge23 (50,000 XP)
Special 1AmphibiousThe Kraken can breathe air and water
Special 2Freedom of MovementThe 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 restraintsor being grappled
Special 3Siege MonsterThe Kraken deals double damage to objects and structures
Action 1MultiattackThe Kraken makes three tentacle attacks,each of which it can replace with one use of Fling
Action 2BiteMelee Weapon Attack d20+18 to hit
Reach 5 ft., one targetHit 3d8+10 piercing damage.If the target is a Large or smallercreature 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 12d6 acid damage at the start of each of the Kraken's turns.
If the Kraken takes 50 damage or more on a single turnfrom a creature inside it, the Kraken must succeed ona DC 25 Constitution saving throwat 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 longerrestrained by it and can escape from the corpseusing 15 feet of movement, exiting prone
Action 3TentacleMelee Weapon Attack d20+18 to hit
Reach 30ft., one targetHit 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
Action 4FlingOne Large or smaller object held or creature grappled by the Krakenis thrown up to 60 feet in a random direction and knocked prone.
If a thrown target strikes a solid surface,the target takes 1d6 bludgeoning damage forevery 10 feet it was thrown.If the target is thrown at another creature,
that creature must succeed on aDC 18 Dexterity saving throwor take the same damage and be knocked prone
Action 5Lightning StormThe 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 4d10 lightning damage on a failed save,or half as much damage on a successful one
Legendary ActionsThe 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 legendaryactions at the start of its turn
Legendary Action 1Tentacle Attack or FlingThe Kraken makes one tentacle attack or uses its Fling
Legendary Action 2Lightning Storm (Costs 2 Actions)The Kraken uses Lightning Storm
Legendary Action 3Ink Cloud (Costs 3 Actions)While underwater, the Kraken expelsan ink cloud in a 60-foot radius.
The cloud spreads around corners,and that area is heavily obscured bycreatures other than the Kraken.Each creature other than the Kraken
that ends its turn there must succeedon a DC 23 Constitution saving throw,taking 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

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