Kraken Species in The True Dark Ages | World Anvil

Kraken

Kraken CR: 23

Gargantuan monstrosity (kraken), chaotic evil
Armor Class: 18 (natural armour)
Hit Points: 472 27d20+189
Speed: 20 ft , swim: 60 ft , climb: -2 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.
Languages: Understands Abyssal, Celestial, Infernal and Primordial but can't speak, Telepathy 120 ft
Challenge Rating: 23

Amphibious. The kraken can breathe air and water.   Freedom of Movement. The kraken ignores difficult terrain, and magical effects can't reduce it's speed or cause it to bt restrained. It can spend 5 feet of movement to escape 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 3d6+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 AttackĀ  +17 to hit, reach 10 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 10 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, the 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 it's turn.

  • Tentacle Attack or Fling. The kraken makes one tentacle attack or uses it's Fling.
  • Lightning Storm (Costs 2 Actions). The kraken uses Lightning Storm.
  • Ink Cloud (Costs 3 Actions). Whilst underwater, the kraken expels an ink cloud in a 50 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 it's turn there must succeed on a DC 23 Constitution saving throw, taking 16 3d10 poison damage on a failed save, or half 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 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 take a DC Strength saving throw or be pushed 60 feet away from the kraken. On a success, the creature is pushed 10 feet of the kraken.
  • Creatures in the water within 60 feet of the kraken have vulnerability to lightning damage until 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 damage on a successful one.

A kraken lives in dark depths, usually a sunken rift or cavern filled with detritus, treasure, and wreaked ships.

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 centred on it's 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 of 1 (-5).
  • Aquatic creatures within 6 miles of the lair have 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.

The kraken is one of the most powerful creatures ever encountered on the Material Plane. It is irregularly encountered in the Atlantic of the coast of Norway in the west. A monster of gigantic size, the kraken is usually portrayed as a cephalopod able to take on fully manned ships, and destroy them. Stories of this is being to spread down through Europe and beyond.   Exactly where the kraken came from is another matter. It seems to have been released by the gods in aeons past. Those who have survived an attack by it, lived, and made it back to land, have told of it communicating by telepathy. Those who don't come under it's sway have stated that they got an image of a mighty war in the distant past involving ancient creatures including the kraken, dragon, giants, and other more primordial creatures. All of this guided by gods for control of the Material Plane. Also, rumours persist, regularly told by the sailors from the encounters that the kraken is waiting to finish an apocalyptic war against all other ancient creatures. That and it is meant to have bred, with only a few of it's spawn surviving, and moving to other parts of the world's oceans.   Sometimes the kraken takes on worshippers, and it's spawn (also called kraken), will inhabit bodies of water that can support such a creature, and look to also take on worshippers. These cultists are usually led by kraken priests, and keep to themselves where possible.

Suggested Environments

Oceans, deep lakes, coastal waters.

Related Organizations

Comments

Please Login in order to comment!