Fire Kraken

Chains of Asmodeus p. 120

Size
Gargantuan
Type
elemental
Alignment
chaotic neutral
AC
16 (natural armor)
Hit Points
402 (23d20+161)
Speed
walk 30 ft., swim 60 ft.
Saving Throws
Dex +7, Con +14
Skills
Athletics +15, Nature +7, Survival +12
Immunities
fire; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities
frightened, paralyzed
Senses
blindsight 120 ft.
Passive Perception
15
Languages
understands Abyssal, Celestial, Infernal, and Primordial but can't speak, telepathy 120 ft.
Challenge
21
Lineage
Kraken
STR
27
+8
DEX
11
+0
CON
24
+7
INT
10
+0
WIS
20
+5
CHA
15
+2

Traits

Proficiency Bonus

+7

Freedom of Movement

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 grapples.

Legendary Resistance (3/Day)

If the kraken fails a saving throw, it can choose to succeed instead.

recharge

3/DAY

Siege Monster

The kraken deals double damage to objects and structures.

Actions

Multiattack

The kraken makes two attacks using its Tentacle, Fling, or a combination of the two.

Bite

Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 18 (3d6 + 8) piercing damage and 7 (2d6) fire damage. If the target is a Large or smaller creature grappled by the kraken, the creature is swallowed and the grapple ends. While swallowed, a creature has the blinded and restrained conditions, has total cover against attacks and other effects outside the kraken, and takes 42 (12d6) fire damage at the start of the kraken's turns. If the kraken takes 50 damage or more on a single turn from a creature inside it, it must succeed on a DC 23 Constitution saving throw or regurgitate all swallowed creatures, which fall into a space within 10 feet of the kraken and now have the prone condition. If the kraken dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting with the prone condition.

Tentacle

Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 13 (2d4 + 8) fire damage. If the target is a Huge or smaller creature, it has the grappled condition (escape DC 16). While grappled, the target also has the restrained condition. Any target that starts its turn grappled by the kraken takes 5 (2d4) fire damage. The kraken has five tentacles, each of which can grapple one target.

Fling

One Large or smaller object or creature grappled by the kraken is thrown up to 60 feet in a random direction, and now has the prone condition. 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 a creature, that creature must succeed on a DC 16 Dexterity saving throw or take the same damage and be knocked down with the prone condition.

Legendary Actions

Legendary Actions (3/Turn)

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

recharge

3/TURN

Appendage

The kraken makes a Fling attack.

Fire Breath (Costs 3 Actions)

The kraken exhales fire in a 60-foot cone. Each creature in that area must make a DC

Other data

description