Krakkonor (5e Creature)

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Large monstrosity, any neutral alignment

Armor Class 14 (natural armour)
Hit Points 123 (13d10 + 52)
Speed 50 ft., swim 30 ft.

19 (+4) 14 (+2) 18 (+4) 12 (+1) 14 (+2) 13 (+1)

Skills Perception +6, Stealth +4
Senses darkvision 60 ft., passive Perception 16
Languages Common, Giant, Goblin, Orc
Challenge 4 (1,100 XP)

Amphibious. The krakkonor can breathe air and water.

Keen Hearing and Smell. The krakkonor has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Pack Tactics. The krakkonor has advantage on attack rolls against a creature if at least one of the krakkonor's allies is within 5 feet of the creature and the ally isn't incapacitated.


Multiattack. The krakkonor makes two bite attacks.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.

Krakkonor are large predators that prowl coastal regions, hunting for fish, birds, and other sea creatures, though not straying away from anything it can eat on the shore either. They can sometimes be persuaded by goblinoids, orcs and giants to live near their settlements and act as guards or hunting companions, though a krakkonor will swiftly abandon or devour any master that it feels to be mistreated by. They tend to hunt in pairs or small packs of up to ten individuals, coordinating to take down even the largest prey.

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