Posts Tagged ‘Kraken’

Author’s Note: The updated version of the monster below can now be found at the Free Game Resources page of World Builder Blog. Thank you for all your feedback and please keep it coming!

Monster October continues! We’ve seen The Lingering Havoc, the blazing wraith, the icebreaker shark, and the gaping maw come to life in the fifth edition rules. Now it’s time to bring another legendary creature to life – the sand kraken.

Sandy Tentacles

If you missed the first post on the sand kraken, I can give you the basics. It’s a kraken which prefers the arid climate of the desert and swims through seas of sand. In Exploration Age, sand krakens are obsessed with gathering items of great power, so they may stalk a party of well-equipped adventurers. They also attack large caravans worthy of their enormous appetites. They do not revel in destruction the way their aquatic kin might, but they also have no mercy or sympathy for what they believe are lesser beings – which is pretty much everyone, except for another kraken and ancient dragons. Some say the sand krakens are planning something terrible with their gathering of powerful items, but no one currently has any idea.

Playing in the Sand

For the most part, the sand kraken is a reskin of the awesome kraken in the Monster Manual. It’s got many of the same attributes and abilities. The sand kraken trades swimming for burrowing and has a few different signature powers, but a lot of it’s statistics are the same.

Where things get different for the sandy variety of kraken is in the lair design and regional effects. It was my first time creating lair actions and regional effects in 5e, so take a look and let me know your thoughts!

A Sand Kraken’s Lair

A sand kraken lives in deep desert caves filled with deep sand. Buried within these sandy caves is the sand kraken’s vast hoard of magic items and the bones of its former meals.

Lair Actions

On initiative count 20 (losing initiative ties), the sand kraken takes a lair action to cause one of the following magical effects.

  • A 60-foot radius sand storm appears centered on the kraken and lasts until initiative count 20 on the next round. That area is lightly obscured and difficult terrain to creatures other than the sand kraken.
  • Hands made of solid sand grasp enemies of the sand kraken. Creatures must succeed at a DC 23 Strength saving throw or become grappled and restrained. The hands last until initiative count 20 on the next round.
  • Shards of bone erupt from the sand. All creatures within 120 feet of the sand kraken must succeed on a DC 23 Dexterity saving throw, taking 10 (3d6) piercing damage on a failed save, or half as much damage on a successful one.
Regional Effects

The region containing a sand kraken’s lair is warped by the creature’s evil presence, creating the following magical effects:

  • The sand kraken can create massive sand storms within a 6-mile radius of its lair. These storms lightly obscure the area, cause disadvantage on Wisdom (Survival) checks, and create difficult terrain.
  • Earth elementals coalesce within a 6 miles of the lair. These elementals have Intelligence and Charisma scores of 1 (-5).
  • Insect, arachnid, and reptillian creatures within 6 miles of the lair that have an Intelligence score of 2 or lower are charmed by the sand kraken and aggressive toward intruders in the area.

When the sand kraken dies, all of these regional effects fade immediately.

Sand Kraken

Gargantuan monstrosity (titan), lawful evil


Armor Class 18 (natural armor)

Hit Points  472 (27d20 + 189)

Speed  20 ft., burrow 60 ft.


STR DEX CON INT WIS CHA
30 (+10) 11 (+0) 25 (+7) 22 (+6) 18 (+4) 20 (+5)

Saving Throws Str +18, Dex +8, Con +15, Int +14, Wis +12

Damage Immunities fire; bludgeoning, piercing, and slashing damage from nonmagical weapons

Condition Immunities frightened, paralyzed

Senses truesight 120 ft., passive perception 14

Languages understands Abyssal, Celestial, Infernal, and Primordial but can’t speak, telepathy 120 ft.

Challenge 23 (50,000 XP)


Freedom of Movement. The sand kraken ignores difficult terrain, and magical effects can’t reduce its speed or cause it to be restrained. It can spend 5 feet of movement to escape from nonmagical restraints or being grappled.

Legendary Resistance (3/Day). If the sand kraken fails a saving throw, it can choose to succeed instead.

Siege Monster. The sand kraken deals double damage to objects and structures.

Actions

Multiattack. The sand kraken makes three tentacle attacks, each of which it can replace with one use of Fling.

Bite. Melee Weapon Attack: +18 to hit, reach 5 ft., one target. Hit: 23 (3d8 + 10) piercing damage. If the target is a Large or smaller creature grappled by the sand kraken, that creature is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the sand kraken, and it takes 42 (12d6) acid damage at the start of each of the sand kraken’s turns.

If the sand kraken takes 50 damage or more on a single turn from a creature inside it, the sand kraken must succeed on a DC 25 Constitution saving throw at the end of that turn or regurgitate all the swallowed creatures, which fall prone in a space within 10 feet of the sand kraken. If the sand kraken dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone.

Tentacle. Melee Weapon Attack: +18 to hit, reach 30 ft., one target. Hit: 20 (3d6 + 10) bludgeoning damage, and the target is grappled (escape DC 18). Until the grapple ends, the target is restrained. The sand kraken has ten tentacles, each of which can grapple on target.

Fling. One Large or smaller object held or creature grappled by the sand kraken is thrown up to 60 feet in a random direction and knocked prone. If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 18 Dexterity saving throw or take the same damage and be knocked prone.

Fire Storm. Fire erupts from the sand kraken. Every creature within 60 feet of the sand kraken must make a DC 23 Dexterity saving throw, taking 19 (3d12) fire damage on a failed saving throw, or half as much damage on a successful one.

Legendary Actions

The sand kraken can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The sand kraken regains all spent legendary actions at the start of its turn.

Tentacle Attack or Fling. The sand kraken makes one tentacle attack or it uses Fling.

Fire Storm (Costs 2 Actions). The sand kraken uses Fire Storm.

Dominate Person (Costs 2 Actions). The sand kraken casts dominate person (DC 21).

What do you think? Let me know in the comments below! Which is your favorite monster so far?

If you like what you’re reading, please check out my podcasts on The Tome Show, follow me on Twitter, tell your friends, share this blog post, and/or leave me a comment and let me know you think. Thanks!

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July 3rd is right around the corner and that means so is the release of the D&D Starter Set for the fifth edition as well as the first iteration of the Basic D&D PDF. Holy crap, this Summer is going to be amazing. To honor all you DMs out there who will be hungry for lots of monsters to pack into your campaigns, here’s a few baddies I’ll be throwing into the Exploration Age Campaign Guide. Check them out and use them in your world if you want. Most of all, game and enjoy, my friends. Game and enjoy!

Blazing Wraiths

I’m on fiiiiiiiiiiiiiiire!

Blazing wraiths are undead who had their lives ended in terrible fiery ways. When a village is burned and pillaged, a massive fire spreads throughout a city, or a volcanic lair inevitably spews lava onto its inhabitants, those who die may return as hateful spirits, wishing to inflict the same fiery fate upon others.

Blazing wraiths abhor the living and wish to burn all live flesh which crosses their path. They are specters made of pure fire, existing in the Material Plane and Ethereal Plane at the same time.

Wraith, Blazing

Medium Undead

Armor Class 14

Hit Points 26 (4d8 + 8); see Traits below

Speed 60 ft., fly 60 ft.

Senses darkvision 60ft.

Str 6 (-2)

Dex 16 (+3)

Con 14 (+2)

Int 10 (+0)

Wis 11 (+0)

Cha 12 (+1)

Alignment chaotic evil

Languages Common, Infernal

Traits

Immunity: The blazing wraith is immune to disease, fire, necrotic, and poison. It cannot be charmed, frightened, paralyzed, turned to stone, or put to sleep. It does not need to sleep, eat, or breathe.

Incorporeal: The blazing dread wraith is incorporeal.

Actions

Melee Attack – Life Drain: +4 to hit (reach 5ft.; one creature). Hit: 12 (2d8 + 3) necrotic damage, 3 (1d6) fire damage, and the target must make a DC 11 Constitution saving throw. On a failed save the target’s hit point maximum is reduced by the damage dealt by this attack. This reduction lasts 24 hours.

A creature whose hit point maximum is reduced to 0 by this attack dies. The wraith can choose to raise the creature as a specter under its control, but a blazing wraith can have no more than seven specters under its control at one time.

A remove curse spell restores the target’s hit point maximum to its full amount.

Ranged Attack – Hurl Flame: +4 to hit (range 50ft.; one creature). Hit: 10 (3d6) fire damage.

Wraith, Blazing Dread

Medium Undead

Armor Class 14

Hit Points 91 (14d8 + 28)

Speed 60 ft., fly 60 ft.

Senses blindsight 60 ft., darkvision 60 ft.

Str 10 (+0)

Dex 16 (+3)

Con 15 (+2)

Int 12 (+1)

Wis 13 (+1)

Cha 16 (+3)

Alignment chaotic evil

Languages Common, Infernal

Traits

Detect Life: The blazing dread wraith gains a +5 bonus on Wisdom (Perception) checks to detect the presence of living creatures.

Immunity: The blazing dread wraith is immune to disease, fire, necrotic, and poison. It cannot be charmed, frightened, paralyzed, turned to stone, or put to sleep. It does not need to sleep, eat, or breathe.

Incorporeal: The blazing dread wraith is incorporeal.

Actions

Multiattack: The blazing dread wraith makes two life drain attacks, two hurl flame attacks, or one life drain attack and one hurl flame attack.

Melee Attack – Life Drain: +8 to hit (reach 5ft.; one creature). Hit: 36 (6d10 + 3) necrotic damage, 7 (2d6) fire damage, and the target must make a DC 13 Constitution saving throw. On a failed save the target’s hit point maximum is reduced by the damage dealt by this attack. This reduction lasts 24 hours.

A creature whose hit point maximum is reduced to 0 by this attack dies and immediately rises as a free-willed blazing wraith untidier the GM’s control.

A remove curse spell restores the target’s hit point maximum to its full amount.

Ranged Attack – Hurl Flame: +8 to hit (range 100ft.; one creature). Hit: 21 (6d6) fire damage.

Eldritch Fire (Recharge 5-6): The blazing dread wraith chooses a point within 50 feet of it. Each creature in a 20-foot radius cloud centered on that point must make a DC 15 Dexterity saving throw. On a failed save the creature takes 35 (10d6) fire damage, and half damage on a successful save.

The fire ignites any unattended flammable objects and damages objects in the area.

Sand Kraken

Who already hates this?

A sand kraken is exactly what is sounds like – a kraken who makes its home in the sand of desert wastes instead of the sea. Sand krakens are rare indeed and encounters with them are even more unique. These beasts are mostly reclusive, interacting with creatures above the sand only when hunting for food – or items of great power.

No one is exactly sure why sand krakens seem to want powerful items beyond the normal reasons, but two things are clear. The beasts have a sixth sense which draws them toward items of great power, and these items have a significance to the sand krakens greater than their use and function implies. Do the sand krakens have a greater purpose for these things? Are they working together or individually? No one is sure, since these creatures are not studied and avoided at all cost.

Sand krakens revel less in the chaos of killing and destruction than their sea-faring cousins, so they can sometimes be seen traveling just beneath the surface of the sand without harming anyone observing them. Don’t get in their way though. They do not hesitate to harm those they see as inferior creatures – which is everything else.

Sand Kraken

Huge monstrosity

Armor Class 15

Hit Points 198 (17d12 + 85)

Speed 5 ft., burrow 90 ft.

Senses tremor sense 500 ft., true seeing 120 ft.

Str 25 (+7)

Dex 11 (+0)

Con 20 (+5)

Int 15 (+2)

Wis 18 (+4)

Cha 18 (+4)

Saving Throws Str +12, Con +10, Int +7, Wis +9, Cha +9

Alignment lawful evil

Languages Common

Traits

Immunities: The sand kraken is immune to lightning, thunder, and damage from nonmagical weapons. It cannot be frightened, paralyzed, polymorphed, or put to sleep. It does not need to breathe.

Siege Monster: The sand kraken deals double damage to objects and structures.

Telepathy: The sand kraken can communicate telepathically with any creature within 100 feet of it that can understand a language.

Actions

Multiattack: The kraken makes three melee attacks, each of which it can replace with one use of fling.

Melee Attack – Bite: +11 to hit (reach 5 ft.; one target). Hit: 23 (3d8 + 10) piercing damage.

Melee Attack – Tentacle: +11 to hit (reach 30 ft.; one target). Hit: 20 (3d6 + 10) bludgeoning damage, and the target is grappled. Until the grapple ends, the target is restrained. The kraken has ten tentacles, each out which can grapple only one target.

Fling: One object held of creature grappled by the kraken’s tentacles is thrown up to 60 feet away from the kraken and knocked prone. If a thrown target strikes an object, such as a wall of floor, it takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, the target must succeed on a DC 15 Dexterity saving throw or take the same damage and be knocked prone.

Firestorm: The sand kraken creates three columns of fire, each which rise up from the ground and can strike a target within 150 feet of the sand kraken. A target must make a DC 20 Dexterity saving throw, taking 22 (4d10) fire damage on a failed save, or half as much damage on a successful one.

Lingering Havoc

A towering colossus made of a mass of corpses and terror, the Lingering Havoc stalks the South Pole looking for victims to add to its form. Any living creatures from animals to dragons the Lingering Havoc finds and kills become incorporated into its rotting mass.

No one is sure how the Lingering Havoc came to be. Is it an aberrant experiment gone awry? A necromancer’s ritual gone haywire? Some force that came out of The Damned Lands and swam through the ocean to the South Pole? Or is it a purposeful creation some secret individual or cabal has unleashed on the world? The South Pole could just be the testing grounds or a feeding place for the Lingering Havoc to grow until it is ready to take on the world.

Lingering Havoc

Colossal undead

Armor Class 17

Hit Points  277 (26d8 + 160)

Speed  80 ft.

Senses darkvision 200 ft., true seeing 120 ft.

Str 30 (+10)

Dex 20 (+5)

Con 26 (+8)

Int 18 (+4)

Wis 23 (+6)

Cha 20 (+5)

Alignment chaotic evil

Languages The Lingering Havoc does not speak, but understands all which is spoken to it.

Traits

Absorb the Dead: Whenever the Lingering Havoc kills a creature, its remains join the Havoc’s form and the Havoc regains 30 hit points.

Damage Resistance: The Lingering Havoc is resistant to damage from all weapons, except those made of adamantine.

Fear Aura: Unless the Lingering Havoc is incapacitated, any creature that isn’t the Havoc’s ally that starts its turn within 50 feet of the Havoc must succeed on a DC 21 Wisdom saving throw or be frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the Havoc is within line of sight, ending the effect early on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the Havoc’s Fear Aura for the next 24 hours.

Ice Walk: The Lingering Havoc takes no penalty to speed while traversing ice or snow.

Immunities: The Lingering Havoc is immune to cold, disease, and poison. It cannot be frightened, paralyzed, polymorphed, or put to sleep. It does not need to eat, sleep, or breathe.

Magic Immunity: The Lingering Havoc is immune to spells of 7th level or lower.

Magic Resistance: The Lingering Havoc has advantage on saving throws against magical effects.

Actions

Multiattack: The Lingering Havoc makes two slam attacks and can also use death eye ray, cold eye ray, corpse drop, or poison breath.

Melee Attack – Slam:  +12 to hit (reach 30 ft.; one target). Hit: 39 (4d12 + 13) bludgeoning damage.

Ranged Attack – Death Eye Ray: +7 to hit (range 150 feet.; one target). Hit: If the target has 150 hit points or fewer, it dies; otherwise it takes 20 (2d12 + 7) necrotic damage.

Ranged Attack – Cold Eye Ray: +7 to hit (range 150 feet.; one target). Hit: The target takes 26 (3d12 + 7) and must make a DC 21 Constitution saving throw or be paralyzed until the end of the Lingering Havoc’s next turn.

Corpse Drop (Recharge 5 – 6): The Lingering Havoc shakes its massive form and 3d4 medium humanoid corpses fall off the creature and rise as Death Knights on the Lingering Havoc’s next turn.

Poison Breath (Recharge 5 – 6): The Lingering Havoc breathes poisonous gas in a 60-foot cone. Each creature in the area must make a DC 21 Constitution saving throw, taking 34 (6d8 + 7) poison damage on a failed save, or half as much damage on a successful one.

So there’s a few monsters for your game, and there’s going to be more in the coming weeks along with magic items, backgrounds, and other fun stuff to bring into your campaign. On July 3rd be sure to stop by your local friendly game store and pick up a copy of the D&D Starter Set and/or download the first iteration of the Basic D&D rules. Happy gaming!

If you like what you’re reading, please check out my podcast on The Tome Show, follow me on Twitter, tell your friends and share this blog post, and/or leave me a comment and let me know you think. Thanks!