Ability Scores
Core attributes and their modifiers.
Overview
Movement
Senses
Saving Throws
Languages
Common, Infernal, Primordial, Void Speech
Resistances & Immunities
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
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
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
GM Tips: Using Krake Spawn
When using Krake Spawn in your D&D 5e campaign, consider these tactical approaches:
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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
Player Guide: Facing Krake Spawn
When your party encounters this creature, keep these strategies in mind:
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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
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
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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