Krakentua (5e Creature)

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Krakentua[edit]

Gargantuan aberration, neutral evil


Armor Class 16 (natural armor)
Hit Points 546 (28d20 + 252)
Speed 40 ft., swim 30 ft.


STR DEX CON INT WIS CHA
30 (+10) 10 (+0) 28 (+9) 17 (+3) 16 (+3) 20 (+5)

Saving Throws Str +17, Dex +7, Con +16, Int +10, Wis +10
Skills Perception +10
Proficiency Bonus +7
Damage Immunities cold, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities paralyzed
Senses darkvision 120 ft., passive Perception 20
Languages Aquan, Common, Undercommon, telepathy 60 ft.
Challenge 24 (62,000 XP)


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 20). It can cast the following spells, requiring no material components:

At will: dream, light
1/day each: water breathing, fly

ACTIONS

Multiattack. 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.

Tentacle. 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). Until the grapple ends, the target is restrained. The krakentua has seven tentacles, each of which can grapple only one target.

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 saving throw 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 effect 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.
Krakentuas consider themselves far superior to all other creatures and seek to enslave any they encounter.
The krakentua has the body of a human and the head of a kraken. It stands about 100 feet tall, and is usually dressed in exquisite robes of bright colors. It has greenish-hued skin. Seven gray-green, 40-foot-long tentacles extend from its head. Its eyes are bulbous and red, with black pupils. A light red mist continuously oozes from its body.
A krakentua attacks with its tentacles, whipping and slashing its opponents, and its fists. A grabbed opponent will be held and crushed by the strength of its tentacles. On occasion, the krakentua wields Huge versions of normal weapons in each of its seven tentacles; favored weapons are the spear, trident, and longsword.
Krakentuas inhabit remote seas, uninhabited islands, or the depths of the ocean. On occasion, they will make their homes offshore near civilized communities.
Krakentua are obsessed with maintaining a congregation of slaves (most often of human origin), who must worship and honor them.

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