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KRAKEN PRIEST
          A kraken can seem godlike to folk who have witnessed
          its fury. Those who believe that its might comes from
          being a divine entity and those who seek to appease the
          monster through its veneration sometimes find them-
          selves infused with special abilities, to serve thereafter
          as kraken priests.

          KYSH  (TRITON)
          A prisoner of the sahuagio in The Final Enemy, Kysh is
          a defender of the deep sea realms who is ready to join
          the party in their struggle. Tritons are folk of the Ele-
          mental Plane of Water who journeyed to the Material
          Plane to watch over the dark places of the ocean depths.
          They stand guard over portals, deep sea chasms, and
          other places where foul monsters might emerge. When
          such threats appear, the tritons take up arms to drive
          them from the world.

          KRAKEN PRIEST
          Medium humanoid (any race), any evil alignment
          Armor Class 10
          Hit Points 75  (10d8 + 30)
          Speed 30 ft., swim 30 ft.                         KYSH
                                                            Medium humanoid (triton), lawful good
            STR     DEX    CON     INT    WIS    CHA
                                                            Armor Class 13
           12 {+l)   10 {+0)   16 (+3)   10 (+O)   15 {+2)   14 (+2)
                                                            Hit Points 27 (Sd8 + 5)
                                                            Speed 30 ft., swim 30 ft.
          Skills Perception +S
          Damage Resistances bludgeoning, piercing, and slashing from
           nonmagical attacks                                 STR     DEX    CON     INT    WIS    CHA
          Senses passive Perception 15                       14 (+2)   16 (+3)   12 (+l)   10 (+O)   13  (+l)   14 (+2)
          Languages any two languages
          Challenge 5 (1,800 XP)                            Skills  Persuasion +4,  Survival +3
                                                            Senses darkvision 60 ft .. passive Perception 11
                                                            Languages Common, Primordial
          Amphibious. The priest can breathe air and water.   Challenge 1 (200 XP)
          Innate Spellcasting. The priest's spellcasting ability is Wisdom
                                                            Amphibious. Kysh can breathe air and water.
          (spell save DC 13, +5 to hit with spell attacks). It can innately
          cast the following spells, requiring no material components:   Emissary of the Sea.  Kysh can communicate simple ideas with
          At will: command, create or destroy water         amphibious and water-breathing beasts. They understand
          3/day each: control water, darkness, water breathing, water walk   the meaning of his words,  but he cannot understand them
          l/day each: call lightning, Evard's black tentacles   in return.
                                                            Innate Spel/casting. Kysh's spellcasting ability is Charisma
          A CTIONS
                                                            (spell save DC 12, +4 to hit with spell  attacks). He can cast the
          Thunderous Touch. Melee Spell Attack: +5 to hit,  reach 5 ft., one   following spell, requiring only verbal components:
          creature. Hit: 27 (5d10)  thunder damage.
                                                            1 /day:  fog cloud
          Voice of the Kraken (Recharges after a Short or Long Rest). A
          kraken speaks through the priest with a thunderous voice au-  ACTIO NS
          dible within 300 feet. Creatures of the priest's choice that can
                                                            Multiattack.  Kysh makes two melee attacks with his spear.
          hear the kraken's words (which are spoken in Abyssal, Infernal,
          or Primordial) must succeed on a DC 14 Charisma saving throw   Spear. Melee or Ranged Weapon Attack: +4 to hit,  reach 5 ft. or
          or be frightened for l  minute. A frightened target can repeat   range 20/60 ft., one target. Hit: 5 (1 d6 + 2)  piercing damage, or
          the saving throw at the end of each of its turns, ending the ef-  6 (ld8 + 2)  piercing damage if used with two hands to make a
          fect on itself on a success.                      melee attack.
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