Homebrew

Ice Kraken
GARGANTUAN MONSTROSITY

Ancient weapons of the gods, krakens slumber in the deepest oceanic abysses, awaiting their time to rise and dominate the world. These massive, many-tentacled horrors combine overwhelming physical might with formidable cunning. Their powerful limbs shatter ships and topple spires, and they use their control over storms to rain down lightning on their foes.   Krakens usually have little interest in mortal affairs. These terrors were created by the gods to wage war in ages long forgotten. Since that era, most krakens have vanished beneath the waves to slumber until the gods call on them again. Some krakens serve divine masters still, protecting deep sea treasures or entire oceans. Others have forsaken their divine creators and pursue their own agendas, manipulating forces beneath the sea and beyond.

Armor Class: 16

Initiative: +0 (10)

Hit Points: 280

Speed: 30 ft., 120 ft. Swim

Challenge: 16 (XP 15000; PB +5)
    MOD SAVE
STR 25 +7 +7
DEX 10 +0 +0
CON 20 +5 +5
    MOD SAVE
INT 18 +4 +4
WIS 16 +3 +3
CHA 18 +4 +4

Skills: History +13, Perception +11

Immunities: Cold; Frightened, Grappled, Paralyzed, Restrained

Senses: Truesight 120 ft., Passive Perception 18

Languages: Common, Deep Speech


Traits

Amphibious. The kraken can breathe air and water.   Legendary Resistance (3/Day, or 4/Day in Lair). If the kraken fails a saving throw, it can choose to succeed instead.   Siege Monster. The kraken deals double damage to objects and structures.


Actions

Multiattack.The kraken makes two Tentacle attacks and uses Fling, Freeze, or Swallow.   Tentacle. Melee Attack Roll: 1d20+12 , reach 30 ft. Hit: 4d6+7 Bludgeoning damage. Strength Saving Throw DC20, on failure the target has the Grappled condition (escape DC 20) from one of ten tentacles, and it has the Restrained condition until the grapple ends.   Fling. The kraken throws a Large or smaller creature Grappled by it to a space it can see within 60 feet of itself that isn’t in the air. Dexterity Saving Throw DC 20, the creature thrown and each creature in the destination space, on failure 4d8 Bludgeoning damage, and the target has the Prone condition. On success half damage only.   Freeze. Constitution Saving Throw DC 18, one creature the kraken has Grappled. On failure, 6d6 Cold damage and the target has the Paralyzed condition. On success, half damage only. When the creature is killed by this ability it is frozen solid and will shatter when dropped.   Swallow. Dexterity Saving Throw DC 16, one creature Grappled by the kraken (it can have up to two creatures swallowed at a time). On failure, 3d8+7 Piercing damage. If the target is Large or smaller, it is swallowed and no longer Grappled. A swallowed creature has the Restrained condition, has Total Cover against attacks and other effects outside the kraken, and takes 5d6 Acid damage at the start of each of its 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, each of which falls in a space within 10 feet of the kraken with the Prone condition. If the kraken dies, any swallowed creature no longer has the Restrained condition and can escape from the corpse using 15 feet of movement, exiting Prone.


Legendary Actions

Legendary Action Uses: 2 (3 in Lair). Immediately after another creature’s turn, the kraken can expend a use to take one of the following actions. The kraken regains all expended uses at the start of each of its turns.   Tentacle Strike. The kraken uses Tentacle.   Frozen Sea. If the kraken is submerged in water it can use its icy body to freeze the waters in an Emanation 30 ft. from the edges of its body. This turns the water into a thick sheet of ice and if a creature is swimming in the area it makes a Constitution Saving Throw DC20, on failure it takes 3d6 Cold damage and gets trapped in the ice (must make an Athletics or Acrobatics check DC15 to escape). On success it only takes half damage. A creature that starts its turn or enters the ice must make a Dexterity Saving Throw DC15 or fall Prone.


Created by

nasandre.

Statblock Type

Monster/NPC

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