SAND KRAKEN
Huge,
armored beasts sand krakens are the distant cousins to their water bound
kin. They are found in the deserts of Krusad and other places with a large arid climate and lose, sandy soil to support them.
Gargantuan
monstrosity (titan), chaotic evil
Armor Class 20 (natural armor)
Hit Points 472 (27d20 + 189)
Speed 20ft., burrow 20ft.
STR 30
(+10) DEX 10 (+0) CON 25 (+7)
INT 22 (+6) WIS 18 (+4) CHA 20 (+5)
Saving Throws Str +18, Dex +8, Con +15, lnt
+14, Wis + 12
Damage Immunities fire; bludgeoning, piercing,
and slashing from nonmagical weapons
Condition Immunities frightened, paralyzed
Senses truesight 120ft., passive Perception 14
Languages understands Abyssal, Celestial,
Infernal, and Primordial but can't speak, telepathy 120ft.
Challenge 23 (50,000 XP)
Freedom of Movement. The sand 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.
Siege Monster. The sand kraken deals double
damage to objects and structures.
ACTIONS
Multiattack. The sand kraken makes three
tentacle attacks, each of which it can replace with one use of Fling.
Bite. Melee Weapon Attack: +18 to hit, reach 5
ft., one target. Hit: 23 (3d8 + 10) piercing damage. If the target is a Large
or smaller creature grappled by the sand 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 sand kraken,
and it takes 42 (12d6) acid damage at the start of each of the sand kraken's
turns.
If the
sand kraken takes 50 damage or more on a single turn from a creature inside it,
the sand kraken must succeed on a DC 25 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 sand kraken. If the sand kraken dies, a swallowed
creature is no longer restrained by it and can escape from the corpse using 15
feet of movement, exiting prone.
Tentacle. Melee Weapon Attack: +18 to hit,
reach 30ft., one target. Hit: 20 (3d6 + 10) bludgeoning damage, and the target
is grappled (escape DC 18). Until this grapple ends, the target is restrained.
The sand kraken has ten tentacles, each of which can grapple one target.
Fling. One Large or smaller object held or
creature grappled by the sand kraken is thrown up to 60 feet in a random
direction and knocked prone. If a thrown target strikes a solid surface, the
target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the
target is thrown at another creature, that creature must succeed on a DC 18
Dexterity saving throw or take the same damage and be knocked prone.
Rain of Fire. The sand kraken magically creates
around itself a rain of fire that effects all targets in 60-feet of it. Every target must make a DC 23 Dexterity
saving throw, taking 11 (2d10) fire damage on a failed save, or half as much
damage on a successful one. Unattended,
flammable materials catch on fire.
LEGENDARY ACTIONS
The sand
kraken 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 sand kraken regains spent legendary actions at the start
of its turn.
Tentacle Attack or Fling. The sand kraken makes
one tentacle attack or uses its Fling.
Rain of Fire (Costs 2 Actions). The sand kraken
uses Rain of Fire.
Sand Storm (Costs 3 Actions). The sand kraken
rouses the sand into a storm that covers a 60-foot radius that spreads around
corners, and that area is heavily obscured to creatures other that the sank
kraken. Each creature other than the
sand kraken that ends its turn there must succeed on a DC 23 Constitution
saving throw, taking 16 (3d10) bludgeoning damage on a failed save, or half as
much damage on a successful one as the sand scours the flesh from bone. The sand storm lasts until the sand kraken's
next turn.
A KRAKEN'S LAIR
A sand kraken lives
in deep, dark caves in the desert.
LAIR ACTIONS On initiative count 20 (losing
initiative ties), the sand kraken takes a lair action to cause one of the following
magical effects:
- A strong air current moves through the sand kraken's lair. Each creature within 60 feet of the kraken must succeed on a DC 23 Strength saving throw or be pushed up to 60 feet away from the sand kraken. On a success, the creature is pushed 10 feet away from the sand kraken.
- Creatures within 60 feet of the kraken have vulnerability to fire damage until initiative count 20 on the next round.
- The air in the sand kraken's lair becomes super-heated charged. All creatures within 120 feet of the sand kraken must succeed on a DC 23 Constitution saving throw, taking 10 (3d6) fire damage on a failed save, or half as much damage on a successful one.
REGIONAL EFFECTS
The region
containing a kraken's lair is warped by the creature's blasphemous presence,
creating the following magical effects:
- The kraken can alter the weather at will in a 6-mile radius centered on its lair. The effect is identical to the control weather spell.
- Air elementals coalesce within 6 miles of the lair. These elementals can't leave the 6 mile radius and have Intelligence and Charisma scores of 1 (- 5).
- Desert creatures within 6 miles of the lair that have an Intelligence score of 2 or lower are charmed by the sand kraken and aggressive toward intruders in the area.
When the kraken
dies, all of these regional effects fade immediately.
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