Krake Spawn
Huge Monstrosity, neutral evil (CR 9)Armor Class 16 natural armor
Hit Points 150 (12d12+72)
Speed 20 ft., swim 30 ft.
24 (+7)
12 (+1)
22 (+6)
17 (+3)
15 (+2)
18 (+4)
Skills
Senses darkvision 60 ft., passive Perception 12
Languages Common, Infernal, Primordial, Void Speech
Challenge Rating 9
Actions
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.
Bite.
Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 12 (1d10 + 7) slashing damage.
Tentacle.
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).
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.
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.
sizeHuge
typeMonstrosity
group
alignmentneutral evil
strength_save11
dexterity_save
constitution_save10
intelligence_save7
wisdom_save
charisma_save8
perception
damage_vulnerabilities
damage_resistances
damage_immunitiescold, poison, psychic
condition_immunitiescharmed, poisoned
cr9
reactions
legendary_desc
legendary_actions
special_abilitiesname: Amphibious,desc: The krake spawn can breathe air and water.,name: Jet,desc: 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.,name: Innate Spellcasting,desc: 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
spell_list
page_no269
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document__titleTome of Beasts
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Tome of Beasts, page no. 269