Thessalkraken
Infernal Machine Rebuild p. 87
- Size
- Gargantuan
- Type
- monstrosity (titan)
- Alignment
- chaotic evil
- AC
- 16 (natural armor)
- Hit Points
- 207 (18d12+90)
- Speed
- walk 20 ft., swim 60 ft.
- Saving Throws
- Str +12, Dex +5, Con +10, Int +9, Wis +7
- Immunities
- acid; bludgeoning, piercing, slashing from nonmagical attacks
- Condition Immunities
- charmed, frightened, paralyzed
- Senses
- truesight 120 ft.
- Passive Perception
- 12
- Languages
- understands Abyssal, Celestial, Infernal, and Primordial but can't speak, telepathy 120 ft.
- Challenge
- 14
Traits
Amphibious
The thessalkraken can breathe air and water.
Freedom of Movement
The thessalkraken 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.
Actions
Multiattack
The thessalkraken makes one bite attack and two tentacle attacks. It can replace each tentacle attack with one use of Fling.
Bite
Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 20 (3d8 + 7) piercing damage plus 5 (1d10) acid damage. If the target is a Medium or smaller creature grappled by the thessalkraken, 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 thessalkraken, and it takes 21 (6d6) acid damage at the start of each of the thessalkraken's turns.
If the thessalkraken takes 35 damage or more on a single turn from a creature inside it, it must succeed on a DC 23 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 thessalkraken. If the thessalkraken dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 10 feet of movement, exiting prone.
Tentacle
Melee Weapon Attack: +12 to hit, reach 20 ft., one target. Hit: 17 (3d6 + 7) slashing damage, and the target is grappled (escape DC 16).
Until this grapple ends, the target is restrained. The thessalkraken has ten tentacles, each of which can grapple one target.
Fling
One Medium or smaller object held or creature grappled by the thessalkraken is thrown up to 40 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 16 Dexterity saving throw or take the same damage and be knocked prone.
Acid Saliva (Recharge 5-6)
The thessalkraken spits a glob of acid at a point it can see within 60 feet of it. Each creature within 10 feet of that point must make a DC 18 Dexterity saving throw, taking 22 (4d10) acid damage on a failed save, or half as much damage on a successful one.
recharge
D5
Legendary Actions
Legendary Actions (3/Turn)
The monstrosity (titan) 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. The monstrosity (titan) regains spent legendary actions at the start of its turn.
recharge
3/TURN
Tentacle Attack
The thessalkraken makes one tentacle attack.
Fling
The thessalkraken uses Fling.
Ink Cloud (Costs 3 Actions)
While underwater, the thessalkraken expels an ink cloud in a 60-foot radius. The cloud spreads around corners, and that area is heavily obscured to creatures other than the thessalkraken. Each creature other than the thessalkraken that ends its turn there must succeed on a DC 18 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 the thessalkraken's next turn.
Lair Actions Categoría: lair
On initiative count 20 (losing initiative ties), the thessalkraken takes a lair action to cause one of the following magical effects:
- A strong current moves through the thessalkraken's lair. Each creature within 60 feet of the thessalkraken must succeed on a DC 18 Strength saving throw or be pushed up to 60 feet away from the thessalkraken. On a success, the creature is pushed 10 feet away from the thessalkraken.
- Creatures in the water within 60 feet of the thessalkraken have vulnerability to acid damage until initiative count 20 on the next round.
- The alluring gleam of treasure beneath the water in the thessalkraken's lair compels potential victims to draw near. Each creature within 120 feet of the thessalkraken must succeed on a DC 18 Wisdom saving throw or move 10 feet closer to the thessalkraken if able to do so.
Other data
description
The alchemist Thessalar created unknown numbers of misshapen magical creatures, including his many thessalbeasts. Among the largest was the thessalkraken—a slightly smaller variant of the legendary kraken, resembling that great tentacled titan but with a jagged-toothed maw that drips constantly with acid.
A thessalkraken lives in the dark depths, usually a sunken rift or a cavern filled with detritus, treasure, and the remains of sacrificial victims.