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Krake Spawn

Huge · Monstrosity · CR 9 · Neutral Evil

Source. Tome of Beasts
Armor Class
16 (natural armor)
Hit Points and Hit Dice
150 (12d12+72)
Challenge Rating CR
9

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 5000
Initiative Bonus +1

Movement

Walk 20 ft (6.1 m)
Swim 30 ft (9.1 m)
Climb 10 ft (3 m)
Crawl 10 ft (3 m)

Senses

Darkvision 60 ft (18.3 m)
Passive Perception 12

Saving Throws

Strength +11 Constitution +10 Intelligence +7 Charisma +8

Languages

Common, Infernal, Primordial, Void Speech

Resistances & Immunities

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

Environments

Ocean

Traits

Amphibious

The krake spawn can breathe air and water.

Innate Spellcasting

the krake spawn's innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components:

at will: protection from energy, ray of frost

1/day each: ice storm, wall of ice

Jet

While underwater, the krake spawn can take the withdraw action to jet backward at a speed of 140 feet. It must move in a straight line while using this ability.

Actions

Bite

+11 to hit, reach 10 ft (3 m). Hit: 1d10 slashing damage.

Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 12 (1d10 + 7) slashing damage.

Constrict

The constricted creature takes 26 (3d12 + 7) bludgeoning damage and is grappled (escape DC 17) and restrained.

Ink Cloud

Recharge 6

The krake spawn emits black, venomous ink in a 30-foot cloud as a bonus action while underwater. The cloud affects vision as the darkness spell, and any creature that starts its turn inside the cloud takes 10 (3d6) poison damage, or half damage with a successful DC 18 Constitution saving throw. The krake spawn's darkvision is not impaired by this cloud. The cloud persists for 1 minute, then disperses.

Multiattack

The krake spawn makes eight tentacle attacks and one bite attack. It can substitute one constrict attack for two tentacle attacks if it has a creature grappled at the start of the krake spawn's turn, but it never constricts more than once per turn.

Tentacle

+11 to hit, reach 15 ft (4.6 m). Hit: 1d6 necrotic damage.

Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 10 (1d6 + 7) necrotic damage. If two tentacle attacks hit the same target in one turn, the target is also grappled (escape DC 17).

Vomit Forth the Deeps

1/day

The krake spawn sprays half-digested food from its maw over a 15-foot cone. This acidic slurry causes 3 (1d6) acid damage and targets must make a successful DC 18 Constitution saving throw or be incapacitated until the end of their next turn.

About Krake Spawn

Krake Spawn is a huge monstrosity with a Challenge Rating of 9. It has a neutral evil alignment.

In combat, this creature maintains an Armor Class of 16 and possesses 150 hit points (derived from 12d12+72).

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:

  • Aquatic Combat: This creature can swim at 30 ft. It has advantage in water environments. Consider fighting on land or using water-based spells against it.

Player Guide: Facing Krake Spawn

1 strategies available

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

  • Aquatic Combat Defense: This creature can swim at 30 ft! It has advantage in water. Fight on land if possible. Use 'Control Water' or drain water sources to limit its mobility.

Encounter Building Calculator

Standard Party Encounter (4-5 characters):

This creature is a medium encounter for a party of 4 characters of level 9.

Solo Encounter:

A single character of level 12 (up to level 20) can face this creature in a medium to hard encounter.

Experience Point Thresholds:

  • Medium: 9,000 XP
  • Hard: 13,500 XP
  • Deadly: 18,000 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 9, making it appropriate for parties of level 9.0.
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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