5e:Slarkrethel

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Lineage: Kraken
Class:
CR: 23 (50,000)
Alignment: Chaotic Evil
Affiliations: Rocklanders, Purple Rocks, Kraken Priests
Sources: Volo's Guide to Monsters p.189
Tags:
Slarkethel is a kraken who's lair is near the Purple Rocks (Forgetten Realms setting). The kraken priests lead the locals into sacrificing to the kraken. These worshipers often turn into sea spawn as they age. [1]
As a Creature
| Slarkrethel (Individual) [SRD5 OGL/CC-BY] [2] | ||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Gargantuan Monstrosity (Titans, Krakens), Chaotic Evil | ||||||||||||
| Armor Class: 18 (natural armor) | ||||||||||||
| Hit Points: 472 (27d20+189) | ||||||||||||
| Speed: 20 ft., swim 60 ft. | ||||||||||||
| ||||||||||||
| Saving Throws: Str +17, Dex +7, Con +14, Int +13, Wis +11 | ||||||||||||
| Damage Immunity: lightning; bludgeoning, piercing, and slashing from nonmagical attacks. | ||||||||||||
| Condition Immune: 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)Proficiency Bonus (PB): +7 | ||||||||||||
FeaturesAmphibious. The kraken can breathe air and water. ActionsMultiattack. The kraken makes three tentacle attacks, each of which it can replace with one use of Fling. If the kraken takes 50 damage or more on a single turn from a creature inside it, the kraken must succeed on a DC 25 Constitution saving throw at the end of that turn or regurgitate 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 feet of movement, exiting prone. Legendary ActionsThe monstrosity 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 monstrosity regains spent legendary actions at the start of its turn. |
Kraken's Lair
[3] A kraken's lair is in the ocean depths, often near shipwrecks.
Lair Actions
[3] When fighting inside its lair, an kraken can use lair actions. On initiative count 20 (losing initiative ties), the monstrosity takes a lair action to cause one of the following effects; the monstrosity can’t use the same effect two rounds in a row:
- Strong Current
- Lightning Vulnerability.
- Electricity.
Regional Effects
[3] Waters and lands near its lair
- Weather Control.
- Water Elementals.
- Agressive Aquatic Creatures.
When the kraken dies, all of these regional effects fade immediately.
Sources and Notes
- paraphrased from — Mike Mearls, et. al.. Volo's Guide to Monsters (5e) (2016-11-15). Wizards of the Coast. p. 189. Licensed: © Wizards of the Coast (used under 'fair use' clause). ↑
- Wizards RPG Team. SRD-OGL v5.1 (5e) (2015.05.06). Wizards of the Coast. Licensed: OGL & CC-BY. ↑
- Christopher Perkins, et. al.. Monster Manual (5e) (5e) (2014-09-30). Wizards of the Coast. p. 196-197. Licensed: © Wizards of the Coast (used under 'fair use' clause). ↑
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