Kraken Priest

Medium humanoid (any race), any evil alignment
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.