Monster
Kraken Priest
Outside your table’s allowed sources
Official reference · VGM · 2014
- Creature type
- Humanoid
- Size
- Medium
- Armor class
- 10
- Hit points
- 75 (10d8 + 30)
- Speed
- Walk 30 ft., Swim 30 ft.
- Challenge rating
- 5
- Alignment
- Lawful NX Chaotic Evil
- Strength
- 12
- Dexterity
- 10
- Constitution
- 16
- Intelligence
- 10
- Wisdom
- 15
- Charisma
- 14
- Passive Perception
- 15
- Skills
- perception: +5
- Languages
- any two languages
- Resistances
- resist: bludgeoning, piercing, slashing; note: from nonmagical attacks; cond: True
Traits
Amphibious
The priest can breathe air and water.
Actions
Thunderous Touch
Melee Spell Attack: +5 to hit, reach 5 ft., one creature. Hit: 27 (5d10) thunder damage.
Voice of the Kraken (Recharges after a Short or Long Rest)
A kraken speaks through the priest with a thunderous voice audible within 300 feet. Creatures of the priest's choice that can hear the kraken's words (which are spoken in Abyssal, Infernal, or Primordial) must succeed on a DC 14 Charisma saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Innate Spellcasting
The priest's spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
At will: command, create or destroy water
3/day each: control water, darkness, water breathing, water walk
1/day each: call lightning, Evard's black tentacles