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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

