• The VOIDRUNNER'S CODEX is coming! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!

Baby and Young Krakens

mflayermonk

First Post
A spin on the "age" of dragons concept, here are some homebrew small Krakens. CRs 2 and 5.

KRAKENLING
Medium monstrosity, chaotic evil
Armor Class 15
Hit Points 59 (9d10+9)
Speed 20ft., swim 60ft.
STR 17 (+3)
DEX 11 (+0)
CON 13 (+1)
INT 14 (+2)
WIS 10 (+0)
CHA 14 (+2)
Skills Athletics +7, Perception +4, Stealth +5
Senses truesight 60ft., passive Perception 14
Languages understands Abyssal, Celestial, Infernal, and
Primordial but can't speak, telepathy 120ft.
Challenge 2 (450 XP)


Amphibious. The krakenling can breathe air and water.
Expertise. The krakenling receives double proficiency bonus on Athletics checks (including grapple checks).
Freedom of Movement. The krakenling ignores difficult terrain, 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.


ACTIONS
Tentacles. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 10 (2d6+ 3) bludgeoning damage. If the target is a
creature, it is grappled (escape DC 14). Until this grapple ends, the target is restrained, the krakenling can grapple up to two targets in this way.
Lightning Storm. The kraken magically creates a bolt of lightning, that can strike a target the krakenling can see
within 120 feet of it. A target must make a DC 14 Dexterity saving throw, taking 11 (2d10) lightning damage on a failed
save, or half as much damage on a successful one.



YOUNG KRAKEN
Large monstrosity, chaotic evil
Armor Class 15
Hit Points 83 (11d10+22)
Speed 20ft., swim 60ft.
STR 20 (+5)
DEX 11 (+0)
CON 14 (+2)
INT 16 (+3)
WIS 12 (+1)
CHA 14 (+2)
Skills Athletics +10, Perception +4, Stealth +5
Senses truesight 60ft., passive Perception 14
Languages understands Abyssal, Celestial, Infernal, and
Primordial but can't speak, telepathy 120ft.
Challenge 5 (1,800 XP)


Amphibious. The kraken can breathe air and water.
Freedom of Movement. The kraken ignores difficult terrain, 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.
Expertise. The young kraken receives double proficiency bonus on Athletics checks (including grapple checks).

ACTIONS
Multiattack.
The young kraken makes 3 tentacle attacks.
Tentacles. Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 12 (2d6+ 5) bludgeoning damage. If the target is a
creature, it is grappled (escape DC 16). Until this grapple ends, the target is restrained. The young kraken can grapple up to three targets in this way.
Lightning Storm. The kraken magically creates two bolts of lightning, each of which can strike a target the kraken can see
within 120 feet of it. A target must make a DC 15 Dexterity saving throw, taking 11 (2d10) lightning damage on a failed
save, or half as much damage on a successful one.
 

log in or register to remove this ad

Scorpio616

First Post
Say, shouldn't the baby have a d8 HD or be large to have the d10 HD?

And I do have to say thanks, there really need to be more stages of growth for all critters.
 
Last edited:



Remove ads

Top