Page 198 - Monster Manual [11th Print]
P. 198

taking 10 (3d6) lightning damage on a failed save, or
               half as much damage on a successful one.

             REGIONAL EFFECTS
             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.

             KRAKEN                                            Constitution saving throw at the end of that turn or regurgitate
             Gargantuan monstrosity (titan), chaotic evil      all swallowed creatures, which fall prone in a space within 10
                                                               feet of the kraken. If the kraken dies, a swallowed creature is no
                                                               longer restrained by it and can escape from the corpse using 15
                      1
             Armor Class  8   (natural armor)
             Hit Points 472  (27d20 + 1 8 9)                   feet of movement, exiting prone.
             Speed 20 ft., swim 60 ft.                         Tentacle. Melee Weapon Attack: +17 to  i t, reach 30 ft., one
                                                                                           h
                                                               target. Hit: 20 (3d6 + 10)  bludgeoning damage, and the target
               STR     DEX    CON     INT    WIS    CHA        is grappled  (escape DC  8 ).  n til this grapple ends, the target
                                                                                1
                                                                                   U
              30 (+10)   11  (+O)   25  (+7)   22 (+6)   18 (+4)   20 (+5)   is restrained. The kraken has ten tentacles, each of which can
                                                               grapple one target.
             Saving Throws Str +  7 , Dex +7, Con + 14, I n t + 13, Wis +  1
                           1
                                                    1
             Damage Immunities lightning; bludgeoning, piercing, and   Fling. One Large or smaller object held or creature grappled
               slashing from nonmagical attacks                by the kraken is thrown up to 60 feet in a random direction
             Condition Immunities frightened, paralyzed        and knocked prone. If a thrown target strikes a solid surface,
             Senses truesight  2 0 ft., passive Perception 14   the target takes 3 (ld6) bludgeoning damage for every 10 feet
                          1
             Languages  n derstands Abyssal, Celestial,  n fernal, and   it was thrown.  If the target is thrown at another creature, that
                     u
                                            I
                                         1
               Primordial but can't speak, telepathy  2 0 ft.   creature must succeed on a DC 18 Dexterity saving throw or
             Challenge 23  (50,000 XP)                         take the same damage and be knocked prone.
                                                               Lightning Storm. The kraken magically creates three bolts of
             Amphibious. The kraken can breathe air and water.   lightning, each of which can strike a target the kraken can see
             Freedom o f  Movement. The kraken  ignores difficult terrain,   withi n   1 2 0 feet of it. A target must make a DC 23 Dexterity
             and magical effects can't reduce its speed or cause it to be   saving throw, taking 22 (4dl0)  lightning damage on a failed
             restrained. It can spend 5 feet of movement to escape from   save, or half as much damage on a successful one.
             nonmagical restraints or being grappled.
                                                                              T
                                                               LE E N  D ARY AC I O  N S
                                                                 G
             Siege Monster. The kraken deals double damage to objects and   The kraken can take 3 legendary actions, choosing from the
             structures.                                       options below. Only one legendary action option can be used
                                                               at a time and only at the end of another creature's turn. The
             AC I O  N S
                T
                                                               kraken regains spent legendary actions at the start of its turn.
             Multiattack. The kraken makes three tentacle attacks, each of
             which it can replace with one use of Fling.       Tentacle Attack or Fling. The kraken makes one tentacle attack
                                                                or uses its Fling.
             Bite. Me lee Weapon Attack: +  7   to  i t, reach  5 ft., one target.   Lightning Storm (Costs 2 Actions). The kraken uses
                                      h
                                  1
             Hit: 23 (3d8 + 10) piercing damage. If the target is a Large   Lightning Storm.
             or smaller creature grappled by the kraken, that creature   Ink Cloud (Costs 3 Actions). While underwater, the kraken
             is swallowed, and the grapple ends. While swallowed, the   expels an ink cloud in a 60-foot radius. The cloud spreads
             creature is blinded and restrained, it has total cover against   around corners, and that area is heavily obscured to
             attacks and other effects outside the kraken, and it takes 42   creatures other than the kraken. Each creature other than
             (12d6) acid damage at the start of each of the kraken's turns.   the kraken that ends its turn there must succeed on a DC 23
                                                                                        1
               If the kraken takes 50 damage or more on a single turn   Constitution saving throw, taking  6   (3dl0) poison damage
             from a creature inside it, the kraken must succeed on a DC 25   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 kraken's next turn.   �
                                                                                                              �
                                                                                                      K�AKE N
                                                                                                                  1 97
   193   194   195   196   197   198   199   200   201   202   203