Runarcana

Part 4 · Monsters & Creatures

Kraken

Krakens are the most dangerous monsters in the oceans, sea beasts that make every other sea monster look like just another common catch. The mere appearance of this creature affects the maritime environment unlike anything else, which is why it’s used as a symbol both of Bilgewater and of the ocean deity itself, Nagakabouros.

Lair

A Kraken makes its Lair at a point in the ocean, drastically affecting the area around that point. The Kraken tends to favor locations with frequent traffic, such as sea-beast migration zones or trade routes, where it can find the most prey.

Regional Effects

When a Kraken settles in a location, its presence affects the surrounding sea, generating effects within a 1-mile radius of its Lair:

  • All water in the region becomes murky, hindering visibility for creatures that don’t have Abyssal Sight.
  • Current speed increases, so bodies of water have no currents slower than 30 feet.
  • Beasts native to the area find it easier to hide in the water, gaining proficiency in Intimidation or Stealth; if the creature already has the proficiency, it instead has advantage on checks with that skill.

The regional effects fade gradually over 1d10 days after the Kraken is killed, destroyed, or driven from its Lair.

Lair Actions

A Kraken’s Lair can take certain lair actions in combat. The Lair doesn’t follow the Initiative rules for creatures; instead of rolling Initiative at the start of combat, the Lair’s Initiative is always 20, losing any Initiative ties.

During combat, the Lair can take the following lair actions:

  • Sea Leader. The Kraken lets out a commanding roar, summoning 3 (1d6) creatures of the Beast type with a Swimming speed, CR 10 or lower and the Elite, Soldier, or Grunt role; these creatures emerge from the water to aid the Kraken in combat.
  • Ocean Manipulator. The Kraken casts the Control Water spell with no Mana cost, ignoring components and mana cost.
  • Destructive Wave. The Kraken strikes the water, generating a wave that travels in a 60-foot-long, 20-foot-wide line. Creatures in the area must make a DC 19 Strength saving throw, taking 10 (3d6) Crushing damage on a failure or half on a success.
  • Threatening Presence. The Kraken emits a threatening sound in a 60-foot cone in front of itself; creatures in the area must make a DC 19 Charisma saving throw. On a failure, the creature becomes Frightened by the Kraken for 6 turns, repeating the saving throw at the end of each turn. While Frightened this way, the creature also has 6 Exposure to damage from the Kraken.

Kraken Sheet

Kraken

CategoryParagon T5
CR20

Beast, Colossal

HP1086 (104d20+42)
AC14 (Natural)
DR8
Proficiency+6
Initiative+5
Attributes
STR: 30+10
DEX: 20+5
CON: 25+7
INT: 110
WIS: 13+1
CHA: 12+1
Additional
Senses
Darkvision 90 feet, Passive perception 10
Skills
Athletics +16, Stealth +3, Intimidation +7, Perception +13, Survival +7
Speed
20 feet walking, 120 feet swimming
Languages
Sylvan
Experience
Collective31,250
Individual11,718

Saving Throws: Strength +16, Constitution +13

Damage resistance. Magical Physical damage and Simple magic damage

Damage immunity. Simple Physical damage and Glacial damage

Condition immunity. Grappled, Frightened, Exhaustion, Paralyzed, and Restrained

Siege Beast. The Kraken deals double damage against structures.

Giant of the Seas. The Kraken is unaffected by environmental hazards related to the maritime environment.

Amphibious Breathing. The Kraken can breathe both on land and underwater.

Terror of the Depths. The Kraken has advantage on Intimidation checks and has advantage on attack rolls against Frightened creatures.

Abyssal Sight. The Kraken has advantage on Perception checks related to underwater vision. In addition, it gains 30 feet of additional darkvision underwater.

Multiattack. The Kraken can make up to 8 Tentacle attacks with its attack action. Alternatively, it can forgo 2 Tentacle attacks to make 1 Tail or Bite attack, and can make at most one attack of each type per round.

Tail. Melee Natural Weapon Attack, +16 to hit, 20 ft. reach, one target. On a hit, deals 88 (12d12+10) Crushing damage.

Bite. Melee Natural Weapon Attack, +19 to hit, 20 ft. reach, one target. On a hit, deals 80 (14d10+13) Incisive damage. If the target is a creature grappled by one of the Kraken's Tentacles, the attack is made with advantage. As part of this attack, the Kraken can attempt to Swallow the target.

Swallow. When making a Bite attack against a Huge or smaller creature, the Kraken can make a grapple check against it using its bonus action, with advantage. On a success, the target is swallowed, becoming Blinded and Restrained, having total cover against attacks and other effects from outside the Kraken and taking 39 (6d12) Antimonic damage at the start of each of its turns. The Kraken can swallow up to 27 Small or Medium creatures or 1 Huge creature. Large creatures count as 8 Small creatures.

Tentacle. Melee Natural Weapon Attack, +16 to hit, 25 ft. reach, one target. On a hit, deals 40 (5d12+10) Crushing damage. If the target is a Huge or smaller creature or object, the target is Grappled, and can use its action to make a DC 26 Athletics check to escape. Up to 8 creatures or objects can be Grappled at a time, and the Kraken loses one of its Tentacle attacks for each creature it has grappled.

Natural Water Jet (recharge 4-6). Using an action, the Kraken spits a jet of water 20 feet wide and 120 feet long. Creatures in the area must make a DC 29 Strength saving throw; on a failure, the creature takes 50d12 Cold damage and is pushed up to 60 feet. On a success, the creature takes only half the damage and isn't pushed. If a creature pushed by this effect collides with a structure, it must make a DC 26 Dexterity saving throw, taking 1d6 Crushing damage for every 5 feet traveled before the collision. On a success, the creature doesn't take this additional damage. If two creatures collide with each other, both must make the Dexterity saving throw, taking damage only if both fail. Creatures swallowed by the Kraken automatically fail the Strength saving throw, taking only half the damage and being expelled from the Kraken's mouth, traveling 60 feet along the Water Jet's line.

The Kraken has 6 epic action charges, and can spend one of these charges to act. Only one action can be used at a time, at the end of another creature's turn. At the start of the Kraken's turn, the number of charges resets to 6

The Kraken can take an action and restore its reaction (if spent)

The Kraken can spend all or the rest of its movement

The Kraken can repeat a saving throw against an effect affecting it

Cost. When the Kraken redoes the saving throw this way, it loses 20 hit points.

Resilience Points: 362 When the Kraken would fail any saving throw against an effect, it can spend 20 Resilience points to succeed instead. In addition, the Kraken can use the effects below:

Resist (10 points): While affected by a persistent effect that requires saving throws, the Kraken can spend Resilience points to gain advantage on the roll.

Determination (5 points): When the Kraken is targeted and must make a saving throw to resist an effect, it can spend Resilience points to gain advantage on the roll.

Runic Pulse: Onyx Pulse (8 hit points at the start of each turn, 3d6 at the end of the turn if it takes no damage)

Runes: Immovable Body, 5 uses. Unstoppable Force, 4 uses.