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Krake Spawn

Huge · Monstrosity · CR 14 · Neutral Evil

Armor Class
16 (natural armor)
Hit Points and Hit Dice
175 (14d12 + 84)
Challenge Rating CR
14

Ability Scores

Core attributes and their modifiers.

STR
24
+7
DEX
12
+1
CON
22
+6
INT
17
+3
WIS
15
+2
CHA
18
+4

Overview

Category Monsters
Size Huge
Type Monstrosity
Alignment Neutral Evil
XP 11500
Initiative Bonus +1

Movement

Walk 60 ft (18.3 m)
Swim 30 ft (9.1 m)
Climb 30 ft (9.1 m)
Crawl 30 ft (9.1 m)

Senses

Darkvision 120 ft (36.6 m)
Blindsight 60 ft (18.3 m)
Passive Perception 12

Saving Throws

Strength +12 Constitution +11 Intelligence +8 Charisma +9

Languages

Common, Infernal, Primordial, Void Speech

Resistances & Immunities

Damage Immunities
cold, poison, psychic
Condition Immunities
charmed, poisoned

Traits

Amphibious

The krake spawn can breathe air and water.

Actions

Bite

+12 to hit, reach 10 ft (3 m). Hit: 1d10+7 slashing damage.

Melee Weapon Attack: +12 to hit, reach 10 ft, one target. Hit: 12 (1d10 + 7) slashing damage.

Freezing Water Bolt

+9 to hit, range 60 ft (18.3 m). Hit: 2d8+4 plus 3d6 cold damage.

Ranged Spell Attack: +9 to hit, range 60 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage plus 10 (3d6) cold damage.

Ink Cloud

Recharge 5–6

While underwater, the krake spawn emits a 20-foot-radius cloud of ink all around itself. Each creature in the cloud must make a DC 17 Constitution saving throw, taking 55 (10d10) poison damage on a failed save, or half as much damage on a successful one. The area is heavily obscured for 1 minute, although a significant current can disperse the ink.

Multiattack

The krake spawn makes one Bite attack and eight Tentacle attacks, or it makes four Freezing Water Bolt attacks.

Tentacle

+12 to hit, reach 15 ft (4.6 m). Hit: 1d6+7 bludgeoning damage.

Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 10 (1d6 + 7) bludgeoning damage. If the target is a Large or smaller creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained. The krake spawn has eight tentacles, each of which can grapple only one target.

Vomit Forth the Deeps

Recharge 5–6

The krake spawn sprays half-digested food from its maw in a 30-foot cone. Each creature in the area must make a DC 17 Dexterity saving throw. On a failure, a creature takes 27 (6d8) acid damage plus 27 (5d10) poison damage and is incapacitated. On a success, a creature takes half the damage and isn't incapacitated.

Bonus Actions

Water Jet

Each creature within 5 feet of the krake spawn must succeed on a DC 17 Dexterity saving throw or be knocked prone. The spawn then swims up to half its swimming speed without provoking opportunity attacks. The spawn must be underwater to use this bonus action.

About Krake Spawn

Krake Spawn is a huge monstrosity with a Challenge Rating of 14. It has a neutral evil alignment.

In combat, this creature maintains an Armor Class of 16 and possesses 175 hit points (derived from 14d12 + 84).

Krake Spawn has communication capabilities including Common, Infernal, Primordial, Void Speech. This allows it to interact verbally with various creatures and characters.

GM Tips: Using Krake Spawn

1 tips available

When using Krake Spawn in your D&D 5e campaign, consider these tactical approaches:

  • Cold Damage Strategy: Cold-based attacks can slow or freeze. Prepare 'Heat Metal' or fire spells as countermeasures. Ice terrain can be used to create difficult terrain for melee characters.

Player Guide: Facing Krake Spawn

1 strategies available

When your party encounters this creature, keep these strategies in mind:

  • Cold Damage Protection: This creature deals cold damage! Get cold resistance or use fire spells. Avoid water surfaces - they can freeze and create difficult terrain. 'Heat Metal' can counter cold.

Encounter Building Calculator

Standard Party Encounter (4-5 characters):

This creature is a medium encounter for a party of 4 characters of level 14.

Solo Encounter:

A single character of level 18 (up to level 20) can face this creature in a medium to hard encounter.

Experience Point Thresholds:

  • Medium: 21,000 XP
  • Hard: 31,500 XP
  • Deadly: 42,000 XP

Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.

Frequently Asked Questions

What is the challenge rating of Krake Spawn?
Krake Spawn has a Challenge Rating of 14, making it appropriate for parties of level 14.0.
What type of creature is Krake Spawn?
Krake Spawn is a Huge Monstrosity, which affects how certain spells and abilities interact with it.
What languages does Krake Spawn speak?
Krake Spawn can communicate in Common, Infernal, Primordial, Void Speech.

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