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lightning	   damage	   on	   a	   failed	   save,	   or	   half	   as	   much	     At	   will:	   disguise	   self	   (any	   humanoid	   form),	   major	   image	   
             damage	   on	   a	   successful	   one.	              3/day	   each:	   charm	   person,	   mirror	   image,	   scrying,	   
                                                                     suggestion	   
             Legendary	   Actions	   
                                                                   1/day:	   geas	   
             The	   kraken	   can	   take	   3	   legendary	   actions,	   choosing	   from	   
             the	   options	   below.	   Only	   one	   legendary	   action	   option	     Actions	   
             can	   be	   used	   at	   a	   time	   and	   only	   at	   the	   end	   of	   another	     Multiattack.	   The	   lamia	   makes	   two	   attacks:	   one	   with	   its	   
             creature’s	   turn.	   The	   kraken	   regains	   spent	   legendary	     claws	   and	   one	   with	   its	   dagger	   or	   Intoxicating	   Touch.	   
             actions	   at	   the	   start	   of	   its	   turn.	   
             Tentacle	   Attack	   or	   Fling.	   The	   kraken	   makes	   one	     Claws.	   Melee	   Weapon	   Attack:	   +5	   to	   hit,	   reach	   5	   ft.,	   one	   
                                                                   target.	   Hit:	   14	   (2d10	   +	   3)	   slashing	   damage.	   
              tentacle	   attack	   or	   uses	   its	   Fling.	   
                                                                   Dagger.	   Melee	   Weapon	   Attack:	   +5	   to	   hit,	   reach	   5	   ft.,	   
             Lightning	   Storm	   (Costs	   2	   Actions).	   The	   kraken	   uses	     one	   target.	   Hit:	   5	   (1d4	   +	   3)	   piercing	   damage.	   
              Lightning	   Storm.	   
                                                                   Intoxicating	   Touch.	   Melee	   Spell	   Attack:	   +5	   to	   hit,	   reach	   
             Ink	   Cloud	   (Costs	   3	   Actions).	   While	   underwater,	   the	     5	   ft.,	   one	   creature.	   Hit:	   The	   target	   is	   magically	   cursed	   
              kraken	   expels	   an	   ink	   cloud	   in	   a	   60-  foot	   radius.	   The	     for	   1	   hour.	   Until	   the	   curse	   ends,	   the	   target	   has	   
              cloud	   spreads	   around	   corners,	   and	   that	   area	   is	     disadvantage	   on	   Wisdom	   saving	   throws	   and	   all	   ability	   
              heavily	   obscured	   to	   creatures	   other	   than	   the	   kraken.	     checks.	   
              Each	   creature	   other	   than	   the	   kraken	   that	   ends	   its	   
              turn	   there	   must	   succeed	   on	   a	   DC	   23	   Constitution	     	   
              saving	   throw,	   taking	   16	   (3d10)	   poison	   damage	   on	   a	     Lich	   
              failed	   save,	   or	   half	   as	   much	   damage	   on	   a	   successful	     Medium	   undead,	   any	   evil	   alignment	   
              one.	   A	   strong	   current	   disperses	   the	   cloud,	   which	   
              otherwise	   disappears	   at	   the	   end	   of	   the	   kraken’s	   next	     Armor	   Class	   17	   (natural	   armor)	   
              turn.	                                               Hit	   Points	   135	   (18d8	   +	   54)	   
             	                                                     Speed	   30	   ft.	   
                                                                                           INT	   
                                                                                                  WIS	   
                                                                                    CON	   
                                                                      STR	   
                                                                                                         CHA	   
                                                                             DEX	   
             Monsters (L)                                          	    	    11	   (+0)	    16	   (+3)	    16	   (+3)	    20	   (+5)	    14	   (+2)	    16	   (+3)	   
             	                                                     Saving	   Throws	   Con	   +10,	   Int	   +12,	   Wis	   +9	   
             Lamia	                                                Skills	   Arcana	   +18,	   History	   +12,	   Insight	   +9,	   Perception	   +9	   
             Large	   monstrosity,	   chaotic	   evil	   
                                                                   Damage	   Resistances	   cold,	   lightning,	   necrotic	   
             Armor	   Class	   13	   (natural	   armor)	           Damage	   Immunities	   poison;	   bludgeoning,	   piercing,	   and	   
             Hit	   Points	   97	   (13d10	   +	   26)	              slashing	   from	   nonmagical	   attacks	   
             Speed	   30	   ft.	                                   Condition	   Immunities	   charmed,	   exhaustion,	   frightened,	   
                                                                     paralyzed,	   poisoned	   
             	     STR	     DEX	     CON	     INT	     WIS	     CHA	   
                                                                   Senses	   truesight	   120	   ft.,	   passive	   Perception	   19	   
             	    16	   (+3)	    13	   (+1)	    15	   (+2)	    14	   (+2)	    15	   (+2)	    16	   (+3)	   
                                                                   Languages	   Common	   plus	   up	   to	   five	   other	   languages	   
             Skills	   Deception	   +7,	   Insight	   +4,	   Stealth	   +3	     Challenge	   21	   (33,000	   XP)	   
             Senses	   darkvision	   60	   ft.,	   passive	   Perception	   12	     	   	   
             Languages	   Abyssal,	   Common	                      Legendary	   Resistance	   (3/Day).	   If	   the	   lich	   fails	   a	   saving	   
             Challenge	   4	   (1,100	   XP)	                      throw,	   it	   can	   choose	   to	   succeed	   instead.	   
             	   	                                                 Rejuvenation.	   If	   it	   has	   a	   phylactery,	   a	   destroyed	   lich	   
             Innate	   Spellcasting.	   The	   lamia’s	   innate	   spellcasting	     gains	   a	   new	   body	   in	   1d10	   days,	   regaining	   all	   its	   hit	   
             ability	   is	   Charisma	   (spell	   save	   DC	   13).	   It	   can	   innately	     points	   and	   becoming	   active	   again.	   The	   new	   body	   
             cast	   the	   following	   spells,	   requiring	   no	   material	     appears	   within	   5	   feet	   of	   the	   phylactery.	   
             components.	                                          Spellcasting.	   The	   lich	   is	   an	   18th-  level	   spellcaster.	   Its	   
                                                                   spellcasting	   ability	   is	   Intelligence	   (spell	   save	   DC	   20,	   +12	   






             Not	   for	   resale.	   Permission	   granted	   to	   print	   or	   photocopy	   this	   document	   for	   personal	   use	   only.	   	     System	   Reference	   Document	   5.1	       325	   
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