Kraken Priest
- Armor Class
- 10
- Hit Points
- 75 (10d8+30)
- Speed
- 30 ft., swim 30 ft.
- STR 12 (+1)
- DEX 10 (+0)
- CON 16 (+3)
- INT 10 (+0)
- WIS 15 (+2)
- CHA 14 (+2)
- Skills
- Perception +5
- Damage Resistances
- bludgeoning, piercing, and slashing from nonmagical attacks
- Senses
- passive Perception 15
- Languages
- any two languages
- Challenge
- 5 (1,800 XP)
Amphibious. The priest can breathe air and water.
Innate Spellcasting. The priest’s spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
- At will:
- command, create or destroy water
- 3/day each:
- control water, darkness, water breathing, water walk
- 1/day each:
- call lightning, black tentacles
Actions
Thunderous Touch. Melee Spell Attack: +5 to hit, reach 5 ft., one creature. Hit: 27 (5d10) thunder damage.
Voice of the Kraken (Recharges after a Short or Long Rest). A kraken speaks through the priest with a thunderous voice audible within 300 feet. Creatures of the priest’s choice that can hear the kraken’s words (which are spoken in Abyssal, Infernal, or Primordial) must succeed on a DC 14 Charisma saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.