Juvenile Kraken (5e)

From Dungeons and Dragons Wiki
Jump to: navigation, search

 5th edition (2014) Pointer  + 

A pointer is a short summary that points to published material.
This material is posted under the fair use clause of copyright law.
The Unofficial Description and any notes are licensed cc-by-sa.
Care should be taken in editing this page.

Juvenile Kraken (pointer) [1] [2]
Huge Monstrosity (Titans, Krakens), Chaotic Evil
Armor Class: 16 (natural armor)
Hit Points: 207
Speed: 20 ft., swim 50 ft.
STR DEX CON INT WIS CHA
Saving Throws: Str, Dex, Con, Int, Wis
Damage Resistances: bludgeoning, piercing, and slashing from nonmagical attacks.
Damage Immunity: lightning
Condition Immunity: frightened, paralyzed
Senses: truesight 120 ft., passive Perception 12
Languages: understands Abyssal, Celestial, Infernal, and Primordial but can't speak, telepathy 60 ft.
Habitat: Underwater
Challenge: 14 (11,500 xp)Proficiency Bonus (PB): +5

Features

Amphibious. [3] The kraken can breathe air and water.

Freedom of Movement. [3] 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. 

Actions

Multiattack.

Bite. [3] Melee Weapon Attack: +__ to hit, reach 5 ft., one target. Hit: __ (__d8+__) piercing damage. If the target is a Medium 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 __ (__d6) acid damage at the start of each of the kraken’s turns. One Medium or two smaller creatures can be swallowed at the same time.

If the kraken takes __ damage or more on a single turn from a creature inside it, the kraken must succeed on a DC __ 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 10 feet of movement, exiting prone.

Tentacle. [3] Melee Weapon Attack: +__ to hit, reach 20 ft., one target. Hit: __ (__d6+__) bludgeoning damage, and the target is grappled (escape DC __). Until this grapple ends, the target is restrained. The kraken has ten tentacles, each of which can grapple one target.

Fling. [3] One Medium or smaller object held or creature grappled by the kraken is thrown up to 40 feet in a random direction and knocked prone. If a thrown target strikes a solid surface, the target takes __ (__d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC __ Dexterity saving throw or take the same damage and be knocked prone.

Lightning Strike.

Legendary Actions

The monstrosity 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 monstrosity regains spent legendary actions at the start of its turn.

Tentacle Attack. The kraken makes one tentacle attack.

Fling. The kraken uses Fling.

Ink Cloud (Costs 3 Actions). [3] While underwater, the kraken expels an ink cloud in a 40-­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 __ Constitution saving throw, taking __ (_d10) poison damage on a failed save, or half [4] 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.

Unofficial Description: Young Kraken


Found in Adventures[edit]


Sources and Notes[edit]

  1. Mike Mearis (2019). Ghosts of Saltmarsh. (5e 2014) Wizards of the Coast. ISBN 0-7869-1640-0. p. 238-239. "The Styes" Licensed: © Wizards of the Coast (used under 'fair use' clause).
  2. habitat - suggested by Kraken Dungeon Master's Guide (5e) p.302-305
  3. 3.0 3.1 3.2 3.3 3.4 3.5 Trait matches the trait of the same name in the 5th ed. SRD. - Wizards RPG Team (6 May 2015). SRD-OGL v5.1. (5e 2014) Wizards of the Coast. Licensed: OGL & CC-BY.
  4. Rule Tip: Round Down. Whenever you end up with a fraction in the game, round down, even if the fraction is one-half or greater, unless a rule explicitly tells you to round up. - Player's Handbook (5e) p.7, UA 2020 Subclasses Part 3.

Back to Main Page5x5eMonsterMonstrosityKraken
Back to Main Page5x5eMonsterTitan

Facts about "Juvenile Kraken (5e)"
AlignmentChaotic Evil +
AuthorGhosts of Saltmarsh +
CRval14 +
Canontrue +
Challenge Rating14 +
Creature NameJuvenile Kraken +
Experience Points11,500 +
FeaturesAmphibious +, Multiattack +, Bite +, Tentacle +, Fling +, Lightning Strike +, Tentacle Attack +, Ink Cloud + and Freedom of Movement +
HabitatUnderwater +
Hit Points207 +
Legendary Monstertrue +
NameJuvenile Kraken +
PublicationGhosts of Saltmarsh +
SizeHuge +
SortTextKraken Juvenile +
SubtypeTitan + and Kraken +
SummaryYoung Kraken +
TypeMonstrosity +