Kraken
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Huge monstrosity, chaotic evil
Armor Class 16 (natural armor)
Hit Points 230 (20d12 + 100)
Speed 30 ft., swim 50 ft.

Ability Score Bonus
Strength 29 +9
Dexterity 14 +2
Constitution 20 +5
Intelligence 16 +3
Wisdom 18 +4
Charisma 18 +4

Skills Athletics +14, Perception +9
Damage Resistances cold
Damage Immunities lightning, thunder
Senses darkvision 120 ft., passive Perception 19
Languages Common
Challenge 13 (10,000 XP)

Amphibious. The kraken can breathe air and water.

Innate Spellcasting. The kraken’s innate spellcasting ability is Charisma (spell save DC 17). The kraken can innately cast the following spells, requiring no components:

3/day each: Control Weather, Water Breathing

Actions

Multiattack. The kraken makes two attacks: one with its claw and one with its tentacles.

Claw. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 30 (6d6 + 9) slashing damage.

Tentacles. Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 30 (6d6 + 9) bludgeoning damage, and the target is grappled (escape DC 17). Until this grapple ends, the target is restrained.

Lightning Strike (Recharge 5–6). The kraken hurls a magical lightning bolt at a point it can see within 500 feet of it. Each creature within 10 feet of that point must make a DC 17 Dexterity saving throw, taking 54 (12d8) lightning damage on a failed save, or half as much damage on a successful one.

Source: Plane Shift Zendikar

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