Kraken
Level 18Attacks
Abilities
A kraken reshapes the weather within 2 miles of it, with the effect of the Control Weather ritual centered on the kraken and based on its emotional state, at the GM's discretion. If the kraken dies, the weather returns to normal immediately.
(2d10+17)[bludgeoning], DC 40 fortitude. On a failed save, a creature that is holding its breath loses worth of air.
The kraken makes two Strikes with two different arms or tentacles, each limb targeting a different creature. Double Attack counts as two attacks toward the kraken's multiple attack penalty, but the penalty doesn't increase until after both attacks are made.
If the kraken subsequently uses the Grab action, it Grabs any number of creatures it hit with Double Attack.
The kraken releases a cloud of black, venomous ink in an 80-foot area. This cloud has no effect outside water.
Creatures inside the ink cloud are exposed to kraken ink poison and are Undetected while inside the cloud.
The kraken can't use Ink Cloud again for , and the cloud dissipates after 1 minute.
The kraken moves through the water up to 280 feet in a straight line without triggering reactions.
Krakens are immune to this poison
Saving Throw DC 39 fortitude;
Maximum Duration 10 rounds
Stage 1 4d6 poison damage and Sickened 1 (1 round)
Stage 2 5d6 poison damage and Sickened 2 (1 round)
A kraken is an enormous, squid-like leviathan with a cruel intelligence. It hunts ships, whales, and heroes alike. The hatred and envy krakens hold for alghollthus, their rivals, has led many krakens to make their lairs in sunken cities, where they can sift through ancient lore and uncover long-lost arcane secrets.