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  1. SRDs/
  2. D&D 5th Edition/
  3. Monsters/
  4. Krake Spawn/

Krake Spawn

Krake Spawn

Huge monstrosity, neutral evil
  • Armor Class 16 (natural armor)
  • Hit Points 150 (12d12+72)
  • Speed 20 ft., swim 30 ft.
  • STR
    24 (+7)
  • DEX
    12 (+1)
  • CON
    22 (+6)
  • INT
    17 (+3)
  • WIS
    15 (+2)
  • CHA
    18 (+4)
  • Saving Throws Str +11, Con +10, Int +7, Cha +8
  • Damage Immunities cold, poison, psychic
  • Condition Immunities charmed, poisoned
  • Senses darkvision 60 ft., passive Perception 12
  • Languages Common, Infernal, Primordial, Void Speech
  • Challenge 9 (5,000 XP)
  • Amphibious. The krake spawn can breathe air and water.
  • Jet. While underwater, the krake spawn can take the withdraw action to jet backward at a speed of 140 feet. It must move in a straight line while using this ability.
  • Innate Spellcasting. the krake spawn's innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components:

    at will: protection from energy, ray of frost

    1/day each: ice storm, wall of ice

Actions

  • Multiattack. The krake spawn makes eight tentacle attacks and one bite attack. It can substitute one constrict attack for two tentacle attacks if it has a creature grappled at the start of the krake spawn's turn, but it never constricts more than once per turn.
  • Bite. Melee Weapon Attack: +11 to hit, reach 10 ft, one target. Hit: 12 (1d10 + 7) slashing damage.
  • Tentacle. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 10 (1d6 + 7) necrotic damage. If two tentacle attacks hit the same target in one turn, the target is also grappled (escape DC 17).
  • Constrict. The constricted creature takes 26 (3d12 + 7) bludgeoning damage and is grappled (escape DC 17) and restrained.
  • Ink Cloud (Recharge 6). The krake spawn emits black, venomous ink in a 30-foot cloud as a bonus action while underwater. The cloud affects vision as the darkness spell, and any creature that starts its turn inside the cloud takes 10 (3d6) poison damage, or half damage with a successful DC 18 Constitution saving throw. The krake spawn's darkvision is not impaired by this cloud. The cloud persists for 1 minute, then disperses.
  • Vomit Forth the Deeps (1/Day). The krake spawn sprays half-digested food from its maw over a 15-foot cone. This acidic slurry causes 3 (1d6) acid damage and targets must make a successful DC 18 Constitution saving throw or be incapacitated until the end of their next turn.

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