Kryx RPGThemesCreatures
Kraken

Kraken

Gargantuan monstrosity (titan)
Challenge
23

STR
10
DEX
2
CON
7
INT
6
WIS
4
CHA
5

490
28d20+196
27
Soak
4
Fort
+14
Ref
+13
Will
+12
Defense note natural armor
Damage immunities lightning
Condition immunities frightened, paralyzed

Speed 4 m., swim 10 m.
Skills Brawn +17 (28), Insight +4 (15), Perception +11 (22), Primal (Cha) +12 (23), Stealth +9 (20)
Senses truesight 20 m.
Languages understands Abyssal, Celestial, Infernal, and Primordial but can’t speak, telepathy 20 m.

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 1 meter of movement to escape from nonmagical restraints or being grappled.

Maneuvers. The kraken uses maneuvers (maneuver save Difficulty 25). It has 33 stamina dice which are d8s, a dice limit of 8, regains all expended stamina dice when it finishes a long rest, and regains half its total stamina dice (rounded up) when it finishes a short rest. It knows the following maneuvers:

At will: grapple (Tentacle only)

1 stamina die: ambush, blind, charge, disorient, hamstring, knockback, smash, spring attack, stalking shadow, throw, trip

2 stamina dice: frenzy, gag

Siege Monster. The kraken deals double damage to objects and structures.

Spellcasting. The kraken uses Primal (Cha) to cast spells (spell save Difficulty 20, +12 to hit with spell attacks). It has 11 mana, a mana limit of 4, regains all expended mana when it finishes a long rest and regains half its total mana (rounded up) when it finishes a short rest. It knows the following spells:

Cantrips (at will, 29th-level spellcaster): hydraulic push, lightning lure, shape water, shock, thunderclap

1 mana: aquatic adaptation, arc lightning, create or purify water, desiccate, ebb and flow, fog cloud, galvanize, levitate, lightning bolt, liquid body, locate water, protection from the storm, rain, slick skin, storm burst, thunder step, thunderwave, tidal break, tidal surge, water jet, water whip, wrath of the storm

2 mana: animate storm, animate water, aqueous form, call lightning, chain lightning, control water, drown, horrid wilting, lightning strike, purify, rolling thunder, shatter, storm bane, storm sphere, tidal wave, wall of water, water walk

3 mana: symbol of stunning, watery sphere

4 mana: maelstrom

Actions (3)

Bite (1/turn). Melee Weapon Attack: +17 to hit, reach 1 m. 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.

While the kraken isn’t incapacitated, it can regurgitate the creature at any time (no action required) in a space within 1 meter of it. The creature exits prone.

If the kraken takes 50 damage or more on a single turn from a creature inside it, the kraken must succeed on a Difficulty 20 Fortitude saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 2 meters of the kraken. If the kraken dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 3 meters of movement, exiting prone.

Tentacle (3/turn). Melee Weapon Attack: +17 to hit, reach 9 m. Hit: 20 (3d6 + 10) bludgeoning damage. If the kraken uses the grapple maneuver, it can grapple a Huge or smaller creature and the target is restrained until the grapple ends. The kraken has ten tentacles.

Fling (3/turn). One Large or smaller object held or creature grappled by the kraken is thrown up to 10 meters in a random direction and knocked prone. If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 2 meters it was thrown. If the target is thrown at another creature, that creature must succeed on a Difficulty 25 Reflex saving throw or take the same damage and be knocked prone.

Lightning Storm (1/turn). The kraken magically creates three bolts of lightning, each of which can strike a target the kraken can see within 20 meters of it. A target must make a Difficulty 22 Reflex saving throw. On a failed save, a creature takes 22 (5d8) lightning damage, and it can’t take reactions until the start of its next turn. On a successful save, a creature takes half as much damage and isn’t otherwise affected.

Legendary Actions (3)

Only one legendary 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.

Ink Cloud. While underwater, the kraken expels an ink cloud in a 10-meter 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 Difficulty 22 Fortitude 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.

Lightning Storm. The kraken uses Lightning Storm.

Tentacle Attack or Fling. The kraken makes one tentacle attack or uses its Fling.

Lair Actions

On initiative count 20 (losing initiative ties), the kraken takes a lair action to cause one of the following effects; the same effect can’t be used two rounds in a row:

  • A strong current moves through the kraken’s lair. Each creature within 10 meters of the kraken must succeed on a Difficulty 22 Reflex saving throw or be pushed up to 10 meters away from the kraken. On a success, the creature is pushed 2 meters away from the kraken.

  • Creatures in the water within 10 meters 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 20 meters of the kraken must succeed on a Difficulty 22 Fortitude saving throw. On a failed save, a creature takes 10 (3d6) lightning damage, and it can’t take reactions until the start of its next turn. On a successful save, a creature takes half as much damage and isn’t otherwise affected.

Regional Effects

The region containing the kraken's lair is warped by the kraken’s magic, which creates one or more of the following effects:

  • The kraken can alter the weather at will in a 10-kilometer radius centered on its lair. The effect is identical to the control weather spell.

  • Water elementals coalesce within 10 kilometers of the lair. These elementals can’t leave the water and have Intelligence and Charisma of −5.

  • Aquatic creatures within 10 kilometers of the lair that have an Intelligence of −4 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.

Underwatermm

Maneuvers

As an action, you can use Stealth without using an action. Additionally, before the end of your next turn, you can add the stamina die to an attack’s damage (add half if you miss by 4 or less) if you have advantage on the attack roll, or if the creature is within 1 meter of an enemy of the creature that isn’t incapacitated and you don’t have disadvantage on the attack roll.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, you can make a weapon attack in an attempt to blind a creature by striking a sensitive area. Add the stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, the creature must succeed on a Fortitude saving throw or it is blinded until the end of its next turn.

Enhance
You can augment this maneuver with the following options, expending stamina dice for each option.
  • You can increase the damage for each additional stamina die expended.

  • You can expend 2 additional stamina die so the creature is blinded for 1 minute/stamina die. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

As an action, you can make a melee weapon attack against a creature after you move at least 4 meters straight toward it. Add the stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, if the creature is your size or smaller, the creature must succeed on a Reflex saving throw or you can push it up to 2 meters away from you and knock it prone.

Enhance

You can increase the damage, target a creature of a larger size, and push the creature an additional 1 meter for each additional stamina die expended.

1 minute/stamina die

As an action, you can make a weapon attack in an attempt to disorient the creature. Add the stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, the creature must succeed on a Fortitude saving throw or it can’t take reactions for the duration.

A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Enhance
You can augment this maneuver with the following options, expending stamina dice for each option.
  • You can increase the damage for each additional stamina die expended.

  • Stagger. You can expend 1 additional stamina die so the creature is staggered instead of not being able to take reactions, but only until the end of its next turn. You can expend 1 additional stamina die so the creature is staggered for the duration.

  • Incapacitate. You can expend 2 additional stamina die so the creature is incapacitated instead of not being able to take reactions, but only until the end of its next turn.

  • Stun. You can expend 4 additional stamina die so the creature is stunned instead of not being able to take reactions, but only until the end of its next turn.

As an action, you can make a melee weapon attack and a Brawn check to grapple the creature.

Enhance

You can add the stamina die to the attack’s damage (add half if you miss by 4 or less) for each additional stamina die expended.

As an action, you can make a melee weapon attack that deals slashing damage in an attempt to cripple the creature. Add the stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, the creature must succeed on a Fortitude saving throw or it is slowed 1 until the end of its next turn.

Enhance
You can augment this maneuver with the following options, expending stamina dice for each option.
  • You can increase the damage for each additional stamina die expended and the slowed level by 1 for every two additional stamina die expended.

  • You can expend 1 additional stamina die so the creature is slowed for 1 minute/stamina die. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

As an action, you can make a weapon attack in an attempt to knock the creature back. Add the stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, if the creature is your size or smaller, it must succeed on a Reflex saving throw or you push it up to 3 meters away from you.

Enhance

You can increase the damage, target a creature of a larger size, and push the creature an additional 1 meter for each additional stamina die expended.

As an action, you can make a melee weapon attack with a weapon that deals bludgeoning damage against an object or structure in an attempt to smash it. Add the stamina die to the attack’s damage (add half if you miss by 4 or less) and the attack deals double damage to objects and structures.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, you can use the Dash action. If you move at least 4 meters straight toward a creature, you can make a melee weapon attack against it. Add the stamina die to the attack’s damage (add half if you miss by 4 or less).

Enhance

You can increase the damage for each additional stamina die expended.

As a reaction, which you use when an enemy within 5 meters moves away from you, you can move up to half your speed toward the creature’s position. This movement doesn’t provoke opportunity attacks.

As an action while you have two hands free, you can attempt to grab and throw a creature that is your size or smaller. The creature must succeed on a Reflex saving throw or you throw it up to 2 meters away from you where it falls prone and takes bludgeoning damage equal to the stamina die.

Enhance

You can increase the damage, target a creature of a larger size, and throw the creature an additional 2 meters for each additional stamina die expended.

As an action, you can make a melee weapon attack and a Brawn check to Trip.

Enhance

You can add the stamina die to the attack’s damage (add half if you miss by 4 or less) for each additional stamina die expended.

As an action, you can make a melee weapon attack against two different creatures.

Enhance

You can attack an additional creature for each additional stamina die expended.

As an action, you can make a melee weapon attack in an attempt to render it unable to speak. Add the stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, the creature must succeed on a Fortitude saving throw or it can’t speak until the end of your next turn.

Enhance

You can increase the damage for each additional stamina die expended.