Page 197 - Monster Manual [11th Print]
P. 197

K R A K E N
                                                            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 OJ hydra, 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 KRAKE ' S   LAIR
                                                                       N
                                                            A kraken lives in dark depths, usually a sunken rift or a
                                                            cavern filled with detritus, treasure, and wrecked ships.
                                                            LAIR ACTIONS
                                                            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 suc­
                                                             ceed 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
                                                                                     1
                                                             charged. All creatures within  2 0 feet of the kraken
 •                                                           must succeed on a DC 23 Constitution saving throw,

          K  R AKEN
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