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