- 125
- 25
Meaning to do this for a while so let's get this done.
Abilities
- Mind Manipulation, Power Bestowal, and Fear Manipulation: These abilities are due to its connection with its Priests, being able to bestow them power, manipulate their minds, and the Priest's own fear manip comes directly from the kraken
"Those who mistake its might for divine power and those who seek to appease the monster through veneration are sometimes rewarded with power, to serve therafter as kraken priests. The kraken can make itself dimly aware of a kraken priest's thoughts if the two are on the same plane of existence, and it can then push aside the priests personality and control it."
"Voice of the Kraken (Recharges after a short or long rest). A kraken speaks through the priest with a thunderous voice audible within 300ft. Creatures of the priest's choice that can hear the kraken's words (which are spoken in abyssal, infernal, and primordial) must succeed on a DC14 Charisma saving throw or be frightened for 1 minute"
- Volo's Guide to Monsters, pg. 215
(Note, rest of abilities can be found here: https://www.dndbeyond.com/monsters/krake)
Water Manipulation/Creation: Water elementals form within 6 miles of the kraken's lair as a result of the kraken's magic. These water elementals are significantly less intelligent however and can't leave the water. Additionally, the Kraken can manipulate the currents as a lair action
Resistance Negation/Weakness Granting: As a lair action, the kraken can make all creatures within 60ft. of it vulnerable to lightning damage
Genius Intelligence: Since we're measuring intelligence in D&D by their scores, the kraken's intelligence should be raised to Extraordinary Genius, with its intelligence matching that of an Elder Brai
Extrasensory Perception: The kraken has truesight of 120ft, allowing to see through illusions, darkness, transformations, invisible objects/creatures, and into the ethereal plane
The Kraken's Empathic Manipulation should also be edited to say it only affects creatures of animalistic intelligence, although there are creatures that aren't considered animals in D&D that have this intelligence, so Empathic Manipulation fits. It's range is also actually six miles.
Finally, the kraken should have Natural Weaponry and Underwater Breathing for obvious reasons, as well as Non-Physical Interaction due to being a D&D character
New Key
As of Ghosts of Saltmarsh, the Kraken got a statblock for a Juvenile Kraken/Young Kraken, warranting a new key. The Young Kraken's appearance (see here: https://forgottenrealms.fandom.com/wiki/Kraken?file=Youngkraken.jpeg), is notably similar to the one from 3.5, so I think either image could work.
As for its stats, the Young Kraken has a CR of 14, making it Low 7-B via scaling, and retains only a couple of the Kraken's abilities. Those being its Superhuman Physical Characteristics, Natural Weaponry, Truesight, Freedom of Movement ability traits, Lightning Bolt attack, Ink Cloud attack, Genius Intelligence (Although just Genuis), and Resistance to bludgeoning/piercing/slashing, fear manip, and paralysis.
Weakness
The Kraken's weakness should be changed since the Kraken does have a walking speed. Furthermore, it's Freedom of Movement trait means it isn't affected by walking on land despite being an aquatic creature. That said, it's speed is notably slower, so it should be noted instead that it is notably slower on land.
Tl;Dr
The Kraken should gain Mind Manipulation, Fear Manipulation, Power Bestowal, Genius Intelligence, Natural Weaponry, Non-Physical Interaction, Underwater Breathing, Water Manipulation/Creation, and Resistance Negation/Weakness Granting, as well as have a new key for it's Young Kraken statblock. Finally, its weakness should be modified.
Thanks for reading
Abilities
- Mind Manipulation, Power Bestowal, and Fear Manipulation: These abilities are due to its connection with its Priests, being able to bestow them power, manipulate their minds, and the Priest's own fear manip comes directly from the kraken
"Those who mistake its might for divine power and those who seek to appease the monster through veneration are sometimes rewarded with power, to serve therafter as kraken priests. The kraken can make itself dimly aware of a kraken priest's thoughts if the two are on the same plane of existence, and it can then push aside the priests personality and control it."
"Voice of the Kraken (Recharges after a short or long rest). A kraken speaks through the priest with a thunderous voice audible within 300ft. Creatures of the priest's choice that can hear the kraken's words (which are spoken in abyssal, infernal, and primordial) must succeed on a DC14 Charisma saving throw or be frightened for 1 minute"
- Volo's Guide to Monsters, pg. 215
(Note, rest of abilities can be found here: https://www.dndbeyond.com/monsters/krake)
Water Manipulation/Creation: Water elementals form within 6 miles of the kraken's lair as a result of the kraken's magic. These water elementals are significantly less intelligent however and can't leave the water. Additionally, the Kraken can manipulate the currents as a lair action
Resistance Negation/Weakness Granting: As a lair action, the kraken can make all creatures within 60ft. of it vulnerable to lightning damage
Genius Intelligence: Since we're measuring intelligence in D&D by their scores, the kraken's intelligence should be raised to Extraordinary Genius, with its intelligence matching that of an Elder Brai
Extrasensory Perception: The kraken has truesight of 120ft, allowing to see through illusions, darkness, transformations, invisible objects/creatures, and into the ethereal plane
The Kraken's Empathic Manipulation should also be edited to say it only affects creatures of animalistic intelligence, although there are creatures that aren't considered animals in D&D that have this intelligence, so Empathic Manipulation fits. It's range is also actually six miles.
Finally, the kraken should have Natural Weaponry and Underwater Breathing for obvious reasons, as well as Non-Physical Interaction due to being a D&D character
New Key
As of Ghosts of Saltmarsh, the Kraken got a statblock for a Juvenile Kraken/Young Kraken, warranting a new key. The Young Kraken's appearance (see here: https://forgottenrealms.fandom.com/wiki/Kraken?file=Youngkraken.jpeg), is notably similar to the one from 3.5, so I think either image could work.
As for its stats, the Young Kraken has a CR of 14, making it Low 7-B via scaling, and retains only a couple of the Kraken's abilities. Those being its Superhuman Physical Characteristics, Natural Weaponry, Truesight, Freedom of Movement ability traits, Lightning Bolt attack, Ink Cloud attack, Genius Intelligence (Although just Genuis), and Resistance to bludgeoning/piercing/slashing, fear manip, and paralysis.
Weakness
The Kraken's weakness should be changed since the Kraken does have a walking speed. Furthermore, it's Freedom of Movement trait means it isn't affected by walking on land despite being an aquatic creature. That said, it's speed is notably slower, so it should be noted instead that it is notably slower on land.
Tl;Dr
The Kraken should gain Mind Manipulation, Fear Manipulation, Power Bestowal, Genius Intelligence, Natural Weaponry, Non-Physical Interaction, Underwater Breathing, Water Manipulation/Creation, and Resistance Negation/Weakness Granting, as well as have a new key for it's Young Kraken statblock. Finally, its weakness should be modified.
Thanks for reading