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KRAKEN PRIEST
Medium humanoid (any race), any evil alignment
Armor Class 10
Hit Points 75 (10d8 + 30)
Speed 30 ft., swim 30 ft. KYSH
Medium humanoid (triton), lawful good
STR DEX CON INT WIS CHA
12 {+l) 10 {+0) 16 (+3) 10 (+O) 15 {+2) 14 (+2) Armor Class 13
Hit Points 27 (Sd8 + 5)
Skills Perception +S Speed 30 ft., swim 30 ft.
Damage Resistances bludgeoning, piercing, and slashing from
nonmagical attacks STR DEX CON INT WIS CHA
Senses passive Perception 15 14 (+2) 16 (+3) 12 (+l) 10 (+O) 13 (+l) 14 (+2)
Languages any two languages
Challenge 5 (1,800 XP) Skills Persuasion +4, Survival +3
Senses darkv ision 60 ft .. passive Perception 11
Languages Common, Primordial
Amphibious. The priest can breathe ai r and water. Challenge 1 (200 XP)
Innate Spellcasting. The priest's spellcasting ability is Wisdom
(spell save DC 13, +5 to hit with spell attacks). It can innately Amphibious. Kysh can breathe air and water.
cast t he fo llowing spells, requiring no material components: Emissary ofthe Sea. Kysh can communicate simple ideas with
At will: command, create or destroy water amphibious an d water-breathing beasts. They understand
3/day each: control water, darkness , water breathing, water walk the meaning of his words, but he cannot understand them
l/ day each: call lightning, Evard's black tentacles in retu rn.
A CTI ON S
Innate Spel/casting. Kys h's spellcasting abi lity is Charisma
(spell save DC 12, +4 to hit with spell attacks) . He can cast the
Thunderous Touch. Melee Spell Attack: +5 to hit, reach 5 ft., one following spell, requiring only verbal components:
creature. Hit: 27 (5d10) thunder damage.
1/day: fog cloud
Voice ofthe Kraken (Recharges after a Short or Long Rest). A
kraken speaks th rough the priest with a thunderous voice au- ACTIO N S
dible within 300 feet. Creatures of the priest 's choice that can
Multiattack. Kysh makes two melee attacks with his spear.
hear the kraken's words (which are spoke n in Abyssal, Infe rnal,
or Primordial) must succeed on a DC 14 Charisma saving throw Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft . or
or be frightened for l minute. A frightened t arget can repeat range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or
the saving t hrow at the end of each of it s turns, endi ng t he ef- 6 (ld8 + 2) pie rcing damage if used with two hands to make a
fect on itself on a success. melee attack.