Slarkrethel
Storm King's Thunder p. 224
- Size
- Gargantuan
- Type
- monstrosity (titan)
- Alignment
- chaotic evil
- AC
- 18 (natural armor)
- Hit Points
- 472 (27d20+189)
- Speed
- walk 20 ft., swim 60 ft.
- Saving Throws
- Str +18, Dex +8, Con +15, Int +14, Wis +12
- Immunities
- lightning; bludgeoning, piercing, slashing from nonmagical attacks
- Condition Immunities
- frightened, paralyzed
- Senses
- truesight 120 ft.
- Passive Perception
- 14
- Languages
- understands Abyssal, Celestial, Infernal, and Primordial but can't speak, telepathy 120 ft.
- Challenge
- 25
Traits
Legendary Resistance (3/Day)
If Slarkrethel fails a saving throw, it can choose to succeed instead.
recharge
3/DAY
Amphibious
Slarkrethel can breathe air and water.
Freedom of Movement
Slarkrethel 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
Slarkrethel deals double damage to objects and structures.
Spellcasting
Slarkrethel is a 20th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 22, +14 to hit with spell attacks). Slarkrethel has the following wizard spells prepared:
- 1st level (4 slots): comprehend languages, detect magic, identify, sleep
- 2nd level (3 slots): blindness/deafness, detect thoughts, suggestion
- 3rd level (3 slots): fly, nondetection, sending
- 4th level (3 slots): arcane eye, ice storm, locate creature
- 5th level (3 slots): cloudkill, scrying, telekinesis
- 6th level (2 slots): chain lightning, flesh to stone, mass suggestion
- 7th level (2 slots): delayed blast fireball, sequester, teleport
- 8th level (1 slots): control weather, feeblemind
- 9th level (1 slots): foresight, power word kill
Actions
Multiattack
Slarkrethel makes three tentacle attacks, each of which it can replace with one use of Fling.
Bite
Melee Weapon Attack: +17 to hit, reach 5 ft., one target. Hit: 23 (3d8 + 10) piercing damage. If the target is a Large or smaller creature grappled by Slarkrethel, 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 Slarkrethel, and it takes 42 (12d6) acid damage at the start of each of Slarkrethel's turns. If Slarkrethel takes 50 damage or more on a single turn from a creature inside it, Slarkrethel 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 Slarkrethel. If Slarkrethel 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: +17 to hit, reach 30 ft., one target. Hit: 20 (3d6 + 10) bludgeoning damage, and the target is grappled (escape DC 18).
Until this grapple ends, the target is restrained. Slarkrethel has ten tentacles, each of which can grapple one target.
Fling
One Large or smaller object held or creature grappled by Slarkrethel 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.
Lightning Storm
Slarkrethel magically creates three bolts of lightning, each of which can strike a target Slarkrethel can see within 120 feet of it. A target must make a DC 23 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one.
Legendary Actions
Legendary Actions (3/Turn)
Slarkrethel can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Slarkrethel regains spent legendary actions at the start of its turn.
recharge
3/TURN
Tentacle Attack or Fling
Slarkrethel makes one tentacle attack or uses its Fling.
Lightning Storm (Costs 2 Actions)
Slarkrethel uses Lightning Storm.
Ink Cloud (Costs 3 Actions)
While underwater, Slarkrethel expels an ink cloud in a 60-foot radius. The cloud spreads around corners, and that area is heavily obscured to creatures other than Slarkrethel. Each creature other than Slarkrethel that ends its turn there must succeed on a DC 23 Constitution saving throw, taking 16 (3d10) poison damage on a failed save, or half as much damage on a successful one. A strong current disperses the cloud, which otherwise disappears at the end of Slarkrethel's next turn.
Lair Actions Categoría: lair
On initiative count 20 (losing initiative ties), the kraken takes a lair action to cause one of the following magical effects:
- A strong current moves through the 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 kraken. On a success, the creature is pushed 10 feet away from the kraken.
- Creatures in the water within 60 feet of the kraken have vulnerability to lightning damage until initiative count 20 on the next round.
- The water in the kraken's lair becomes electrically charged. All creatures within 120 feet of the kraken must succeed on a DC 23 Constitution saving throw, taking 10 (3d6) lightning damage on a failed save, or half as much damage on a successful one.
Regional Effects Categoría: lair
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.
- Water elementals coalesce within 6 miles of the lair. These elementals can't leave the water and have Intelligence and Charisma scores of 1 (-5).
- Aquatic creatures within 6 miles of the lair that have an Intelligence score of 2 or lower are charmed by the kraken and aggressive toward intruders in the area.
When the kraken dies, all of these regional effects fade immediately.
Spells
comprehend languages, detect magic, identify, sleep, blindness/deafness, detect thoughts, suggestion, fly, nondetection, sending, arcane eye, ice storm, locate creature, cloudkill, scrying, telekinesis, chain lightning, flesh to stone, mass suggestion, delayed blast fireball, sequester, teleport, control weather, feeblemind, foresight, power word kill
Spell Slots
0,4,3,3,3,3,2,2,1,1
Other data
description
Beneath the waves, the kraken sleeps for untold ages, awaiting some fell sign or calling. Land-born mortals who sail the open sea forget the reasons their ancestors dreaded the ocean, even as the races of the deep ignore strange gaps in their histories when their civilizations nearly vanished after the appearance of the tentacled horror.
Leviathans of Legend: At the beginning of time, krakens served as fierce warriors of the gods. When the gods' wars ended, the krakens shrugged free of their servitude, never again to be bound by other beings. Whole nations quake in fear when the kraken emerges from its dark demesne, and even in the middle of the deepest oceans, storms rise or abate according to its will. The kraken is a primeval force that obliterates the greatest achievements of civilization as if they were castles in the sand. Its devastating attacks can destroy ocean trade and halt communication between coastal cities.
An ominous darkness presages a kraken's attack, and a cloud of inky poison colors the water around it. Galleons and warships vanish when its tentacles uncoil from the deep, the kraken breaking their masts like kindling before drawing down ships and crew. Not even landlocked surface dwellers are safe from a kraken's wrath. Krakens can breathe air as easily as water, and some crawl up rivers to nest in freshwater lakes, destroying cities and towns along the way. Adventurers tell of these monsters lairing in the ruins of lakeside citadels, their tentacles twined around leaning towers of disintegrating stone.
Mortal Foes: Some krakens are virtual gods, with cults and minions spread across sea and land. Others are allied with Olhydra, the evil Princess of Elemental Water, and use her cultists to enforce their will on land and sea. A kraken pleased with its worshipers can becalm rough seas and bring a bounteous harvest of fish to the faithful. However, the devious mind of a kraken is ancient beyond reckoning, and is ultimately bent to the ruination of all things.
A Kraken's Lair. A kraken lives in dark depths, usually a sunken rift or a cavern filled with detritus, treasure, and wrecked ships.