Monster
Slarkrethel
Outside your table’s allowed sources
Official reference · SKT · 2014
- Creature type
- Monstrosity
- Size
- Gargantuan
- Armor class
- 18 (natural armor)
- Hit points
- 472 (27d20 + 189)
- Speed
- Walk 20 ft., Swim 60 ft.
- Challenge rating
- 25
- Alignment
- Chaotic Evil
- Strength
- 30
- Dexterity
- 11
- Constitution
- 25
- Intelligence
- 22
- Wisdom
- 18
- Charisma
- 20
- Passive Perception
- 14
- Saving Throws
- str: +18; dex: +8; con: +15; int: +14; wis: +12
- Senses
- truesight 120 ft.
- Languages
- understands Abyssal, Celestial, Infernal, and Primordial but can't speak, telepathy 120 ft.
- Immunities
- lightning, immune: bludgeoning, piercing, slashing; note: from nonmagical attacks; cond: True
- Condition Immunities
- frightened, paralyzed
Traits
Legendary Resistance (3/Day)
If Slarkrethel fails a saving throw, it can choose to succeed instead.
Amphibious
Slarkrethel can breathe air and water.
Slarkrethel ignores 3, and magical effects can't reduce its speed or cause it to be restrained. It can spend 5 feet of movement to escape from nonmagical restraints or being grappled.
Siege Monster
Slarkrethel deals double damage to objects and structures.
Actions
Multiattack
Slarkrethel makes three tentacle attacks, each of which it can replace with one use of Fling.
Bite
Melee Weapon Attack: +17 to hit, reach 5 ft., one target. Hit: 23 (3d8 + 10) piercing damage. If the target is a Large or smaller creature grappled by Slarkrethel, that creature is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has 3 against attacks and other effects outside Slarkrethel, and it takes 42 (12d6) acid damage at the start of each of Slarkrethel's turns. If Slarkrethel takes 50 damage or more on a single turn from a creature inside it, Slarkrethel must succeed on a DC 25 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of Slarkrethel. If Slarkrethel dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone.
Tentacle
Melee Weapon Attack: +17 to hit, reach 30 ft., one target. Hit: 20 (3d6 + 10) bludgeoning damage, and the target is grappled (escape DC 18). Until this grapple ends, the target is restrained. Slarkrethel has ten tentacles, each of which can grapple one target.
Fling
One Large or smaller object held or creature grappled by Slarkrethel is thrown up to 60 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.
Lightning Storm
Slarkrethel magically creates three bolts of lightning, each of which can strike a target Slarkrethel can see within 120 feet of it. A target must make a DC 23 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one.
Legendary action uses: 3. The creature can use one option at the end of another creature’s turn and regains spent uses at the start of its turn.
Legendary actions
Tentacle Attack or Fling
Slarkrethel makes one tentacle attack or uses its Fling.
Lightning Storm (Costs 2 Actions)
Slarkrethel uses Lightning Storm.
Ink Cloud (Costs 3 Actions)
While underwater, Slarkrethel expels an ink cloud in a 60-foot radius. The cloud spreads around corners, and that area is 2 to creatures other than Slarkrethel. Each creature other than Slarkrethel that ends its turn there must succeed on a DC 23 Constitution saving throw, taking 16 (3d10) poison damage on a failed save, or half as much damage on a successful one. A strong current disperses the cloud, which otherwise disappears at the end of Slarkrethel's next turn.
Slarkrethel casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 22):
At will: detect magic, detect thoughts, sending
2/day each: control weather (cast as 1 action), fly, ice storm
1/day each: arcane eye, chain lightning, feeblemind, foresight, locate creature, mass suggestion, nondetection, power word kill, scrying (cast as 1 action), sequester, telekinesis, teleport
Lair actions
On initiative count 20 (losing initiative ties), the kraken takes a lair action to cause one of the following magical effects:
- A strong current moves through the kraken's lair. Each creature within 60 feet of the kraken must succeed on a DC 23 Strength saving throw or be pushed up to 60 feet away from the kraken. On a success, the creature is pushed 10 feet away from the kraken.
- Creatures in the water within 60 feet of the kraken have vulnerability to lightning damage until initiative count 20 on the next round.
- The water in the kraken's lair becomes electrically charged. All creatures within 120 feet of the kraken must succeed on a DC 23 Constitution saving throw, taking 10 (3d6) lightning damage on a failed save, or half as much damage on a successful one.
Regional effects
The region containing a kraken's lair is warped by the creature's blasphemous presence, creating the following magical effects:
- The kraken can alter the weather at will in a 6-mile radius centered on its lair. The effect is identical to the control weather spell.
- Water elementals coalesce within 6 miles of the lair. These elementals can't leave the water and have Intelligence and Charisma scores of 1 (-5).
- Aquatic creatures within 6 miles of the lair that have an Intelligence score of 2 or lower are charmed by the kraken and aggressive toward intruders in the area.
When the kraken dies, all of these regional effects fade immediately.