Krakentua (5e Creature)
From D&D Wiki
Krakentua
Gargantuan aberration, neutral evil Armor Class 16 (natural armor)
Saving Throws Str +18, Dex +8, Con +17, Int +10, Wis + 12 Amphibious. The krakentua can breathe air and water. Legendary Resistance (3/Day). If the krakentua fails a saving throw, it can choose to succeed instead. Siege Monster. The krakentua deals double damage to objects and structures. Innate Spellcasting. The krakentua’s innate spellcasting is Charisma (spell save DC 21). It can cast the following spells, requiring no material components: At will: dream, light ACTIONSMultiattack. The krakentua makes four melee attacks: two with its slam and two with its tentacles. Slam. Melee Weapon Attack: +17 to hit, reach 20 ft., one target, Hit: 24 (4d6 + 10) bludgeoning damage. Tentacles. Melee Weapon Attack: +17 to hit, reach 20 ft., one target, Hit: 20 (3d6 + 10) bludgeoning damage and the target is grappled (escape DC 20). Tentacle Fling. One large or smaller object held or creature grappled by the krakentua is thrown up to 40 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 save or take the same damage and be knocked prone. Frightful Presence. Each creature of the krakentua's choice within 120 feet of the krakentua and aware of it must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each turn, ending the effect on itself on a success. If a creature's saving throw is successful or the effects ends for it, the creature is immune to the krakentua's Frightful Presence for 24 hours.
|
Out of nightmares and one of the most fearsome creatures known to exist, the krakentua is a very powerful creature with a voracious appetite rivalled only by that of the tarrasque. |
Back to Main Page → 5e Homebrew → Creatures