Gargantuan monstrosity (titan), chaotic evil
- Armor Class 18 (Natural Armor)
- Hit Points 472 (27d20+189)
- Speed 20 ft., swim 60 ft.
|30 (+10)||11 (+0)||25 (+7)||22 (+6)||18 (+4)||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 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.
- 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: (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: (3d6 + 10) bludgeoning damage. 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.
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. Kraken regains spent legendary actions at the start of their 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.
Kraken 5e is an ancient and frightening creature; incredible alien awareness lurks within their thoughts. Krakens are famous for handling the rain and storms in the area around them, thus attracting many farmers or sailors to respect Krakens in faiths of moderate climate. 5e Kraken generally removes from battle if it drops both tentacles and three of its arms. Kraken speaks ordinary language and Aquan.
Krakens interact automatically in many languages, but not in the Common, so stories of the Pacts are relatively common for those races who speak the common languages known by D&d Kraken, who understand Abyssal or Infernal, or those with spiritual backgrounds who know Spiritual. Rarer are those who donated bonuses, as it is not a condescending nature.
D&d 5e Kraken – History
Born in the 151 DR, it was not until Slarkrethel created the flooded shells of Ascarle in 244 DR that he began to build his submarine territory. There, D&d 5e Kraken stimulated by legends of his ancestors’ history, and his studies left him aiming for divinity and recovering some of his race’s previous glory. Eras later, he had protracted his members all over the Trackless Sea and produced the web of informers and spies called the Kraken Society.
Kraken D&d 5e – Attack
The Kraken D&D is an original force that considers the most significant accomplishments of development as if they were forts in the sand. The shocking fights of Kraken D&d can extinguish ocean trade and stop interaction between coastal cities.
The threatening darkness preserves the attack of a Kraken, and a cloud of blue poison shade the water around it. Galleons and battleship disappear its tentacles are open from deep, the Kraken breaking their poles like burning before their mast before pulling ships and crew. Residents of the geomorphic surface are also not protected from D&D 5e Kraken outbreaks.
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