Shipbreaker Kraken
Though a smaller cousin of the traditional kraken, this fearsome sea monster is no less dangerous for the many ships that travel back and forth between the ports of Theros. In fact, shipbreaker krakens are perhaps all the more dangerous for the frequency with witch they appear. While the larger krakens are just mysterious monsters that appear once every decade from the deepest reaches of the sea, shipbreaker krakens spend their time in shallower waters, and several might be spotted in the course of a single week.
Clutching Claws Comparing depictions of the two krakens, numerous similarities can be seen. Both start with a heavily armored head, which slowly transitions into a thickly muscular body, before splitting into numerous whip-like tentacles. But while the original kraken might have more in common with a squid or a shark, the shipbreaker kraken clearly shares an origin with crustaceans. Instead of a beard of tentacles, the shipbreaker kraken's head is lined with crablike pincers, with two enormous claws front and center, that the kraken uses to pick up and crush entire ships.
Rage of the Storm Shipbreaker krakens also stand out from their larger cousins by their incredible temper, which has ben aptly compared to a storm at sea. If a shipbreaker kraken feels that something has disturbed it or intruded on its territory, it won't hesitate to fly into a rage, doing everything it can to remove the offender from its presence. This includes sailing ships, giant sharks and even other deep-sea monsters. Some tales even tell of epic battles to the death between shipbreaker krakens and their larger kin. When faced with an angry shipbreaker, the best course of action is often to flee, and hope leaving its territory settles the storm. While a shipbreaker could be killed by a heavily armed military ship, doing so risks not only lives and resources, but further angering the shipbreaker as well an action that only seems to make these powerful creatures all the more dangerous.
Shipbreaker Kraken
Though a smaller cousin of the traditional kraken, this fearsome sea monster is no less dangerous for the many ships that travel back and forth between the ports of Theros. In fact, shipbreaker krakens are perhaps all the more dangerous for the frequency with witch they appear. While the larger krakens are just mysterious monsters that appear once every decade from the deepest reaches of the sea, shipbreaker krakens spend their time in shallower waters, and several might be spotted in the course of a single week.
Armor Class | 16 (natural armor) | ||
---|---|---|---|
Hit Points | 18d12+90 | ||
Speed | 20 ft. | Swim 60 ft. | |
Strength | 21 (+5) | ||
Dexterity | 11 (+0) | ||
Constitution | 20 (+5) | ||
Intelligence | 3 (-4) | ||
Wisdom | 18 (+4) | ||
Charisma | 8 (-1) | ||
Saving Throws | Strength d20+9 | Constitution d20+9 | |
Damage Immunities | Bludgeoning | Piercing | Slashing from nonmagical attacks not made with adamantine weapons |
Condition Immunities | Charmed | Frightened | |
Senses | Darkvision 120 ft. | Passive Perception 14 | |
Languages | --- | ||
Challenge | 12 (8,400 XP) | ||
Special 1 | Amphibious | The Kraken can breathe air and water | |
Special 2 | Blockade Monster | The Kraken deals double damage to objects and ships | |
Special 3 | Monstrosity | At the start of each of the Kraken's turns, | if it took damage since the end of its last turn, roll a d10 . |
On a result of 8 or higher, the Kraken becomes monstrous | until the end of its next long rest. | While monstrous, the Kraken gains a +4 bonus to attack and damage rolls. | When it becomes monstrous, |
the Kraken can use its reaction to make up to four claw attacks | |||
Action 1 | Multiattack | The Kraken makes five attacks: | four with its claws and one with its bite. |
Alternatively, the Kraken can use its crush twice | |||
Action 2 | Bite | Melee Weapon Attack | d20+9 to hit |
Reach 5 ft., one target | Hit 2d10+5 piercing damage | ||
Action 3 | Claw | Melee Weapon Attack | d20+9 to hit |
Reach 10 ft., one target | Hit 2d6+5 bludgeoning damage, | and the target is grappled (escape DC 17). | While grappled in this way, the target is restrained. |
The Kraken has four claws, each of which can grapple only one target | |||
Action 4 | Crush | The Kraken squeezes its claws around one creature that is currently grappling with its claws. | The target must make a DC 17 Strength saving throw, |
taking 4d8 bludgeoning damage on a failed save, | or half as much on a success. | If the target succeeds on this saving throw by 5 or more, | it instead takes no damage, and successfully escapes the grapple |
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