For the 2014 D&D 5E by Roll20 sheet. In a game whose creator has Pro, install ChatSetAttr and TokenMod. Create a blank NPC character, place a token, set its Represents Character to that character, and select only that token. Paste each command into chat one at a time, in order.
ChatSetAttr fills the sheet, including accessible spells and supported structured spell rolls; TokenMod sets the token name, size, bars and darkvision. Upload token art to Roll20 and choose it manually. Check unlinked spells, other senses, advanced lighting and unsupported spell/action automation by hand. Re-running creates duplicate rows.
!setattr --sel --repeating_npctrait_-CREATE_name|Amphibious --repeating_npctrait_-CREATE_description|The kraken can breathe air and water.
!setattr --sel --repeating_npctrait_-CREATE_name|Legendary Resistance (4/Day, or 5/Day in Lair) --repeating_npctrait_-CREATE_description|If the kraken fails a saving throw, it can choose to succeed instead.
!setattr --sel --repeating_npctrait_-CREATE_name|Siege Monster --repeating_npctrait_-CREATE_description|The kraken deals double damage to objects and structures.
!setattr --sel --repeating_npcaction_-CREATE_name|Fling --repeating_npcaction_-CREATE_description|The kraken throws a Large or smaller creature Grappled by it to a space it can see within 60 feet of itself that isn't in the air. Dexterity Saving Throw: DC 25, the creature thrown and each creature in the destination space. Failure: 18 (4d8) Bludgeoning damage, and the target has the Prone condition. Success: Half damage only.
!setattr --sel --repeating_npcaction_-CREATE_name|Lightning Strike --repeating_npcaction_-CREATE_description|Dexterity Saving Throw: DC 23, one creature the kraken can see within 120 feet. Failure: 33 (6d10) Lightning damage. Success: Half damage.
!setattr --sel --repeating_npcaction_-CREATE_name|Multiattack --repeating_npcaction_-CREATE_description|The kraken makes two Tentacle attacks and uses Fling, Lightning Strike, or Swallow.
!setattr --sel --repeating_npcaction_-CREATE_name|Swallow --repeating_npcaction_-CREATE_description|Dexterity Saving Throw: DC 25, one creature Grappled by the kraken (it can have up to four creatures swallowed at a time). Failure: 23 (3d8 + 10) Piercing damage. If the target is Large or smaller, it is swallowed and no longer Grappled. A swallowed creature has the Restrained condition, has Cover\|XPHB\|Total Cover against attacks and other effects outside the kraken, and takes 24 (7d6) Acid damage at the start of each of its turns. If the kraken takes 50 damage or more on a single turn from a creature inside it, the kraken must succeed on a DC 25 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, each of which falls in a space within 10 feet of the kraken with the Prone condition. If the kraken dies, any swallowed creature no longer has the Restrained condition and can escape from the corpse using 15 feet of movement, exiting Prone.
!setattr --sel --repeating_npcaction_-CREATE_name|Tentacle --repeating_npcaction_-CREATE_description|Melee Attack Roll: +17, reach 30 ft. 24 (4d6 + 10) Bludgeoning damage. The target has the Grappled condition (escape DC 20) from one of ten tentacles, and it has the Restrained condition until the grapple ends.
!setattr --sel --repeating_npcaction-l_-CREATE_name|Toxic Ink --repeating_npcaction-l_-CREATE_description|Constitution Saving Throw: DC 23, each creature in a 15-foot Emanation originating from the kraken while it is underwater. Failure: The target has the Blinded and Poisoned conditions until the end of the kraken's next turn. The kraken then moves up to its Speed. Failure or Success: The kraken can't take this action again until the start of its next turn.
Understands Abyssal, Celestial, Infernal, And Primordial but can't speak; telepathy 120 ft.
CR
23 (50,000 XP)
Traits
Amphibious.
The kraken can breathe air and water.
Legendary Resistance (4/Day, or 5/Day in Lair).
If the kraken fails a saving throw, it can choose to succeed instead.
Siege Monster.
The kraken deals double damage to objects and structures.
Actions
The kraken throws a Large or smaller creature Grappled by it to a space it can see within 60 feet of itself that isn't in the air. Dexterity Saving Throw: DC 25, the creature thrown and each creature in the destination space. Failure: , and the target has the Prone condition. Success: Half damage only.
Dexterity Saving Throw: DC 23, one creature the kraken can see within 120 feet. Failure: . Success: Half damage.
The kraken makes two Tentacle attacks and uses Fling, Lightning Strike, or Swallow.
Dexterity Saving Throw: DC 25, one creature Grappled by the kraken (it can have up to four creatures swallowed at a time). Failure: . If the target is Large or smaller, it is swallowed and no longer Grappled. A swallowed creature has the Restrained condition, has Cover|XPHB|Total Cover against attacks and other effects outside the kraken, and takes at the start of each of its turns. If the kraken takes 50 damage or more on a single turn from a creature inside it, the kraken must succeed on a DC 25 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, each of which falls in a space within 10 feet of the kraken with the Prone condition. If the kraken dies, any swallowed creature no longer has the Restrained condition and can escape from the corpse using 15 feet of movement, exiting Prone.
Melee Attack Roll: , reach 30 ft. . The target has the Grappled condition (escape DC 20) from one of ten tentacles, and it has the Restrained condition until the grapple ends.
Legendary Actions
3
Legendary Actions
Kraken can take 3 Legendary Actions, choosing from the options below. Only one Legendary Action option can be used at a time, and only at the end of another creature's turn. Kraken regains spent Legendary Actions at the start of its turn.
Storm Bolt.
The kraken uses Lightning Strike.
Toxic Ink.
Constitution Saving Throw: DC 23, each creature in a 15-foot Emanation originating from the kraken while it is underwater. Failure: The target has the Blinded and Poisoned conditions until the end of the kraken's next turn. The kraken then moves up to its Speed. Failure or Success: The kraken can't take this action again until the start of its next turn.
DM Options: Monster Talents
adds
Talents
to this creature.
View
Monster Weaknesses
adds
Weaknesses
to this creature.
View
The Monsters Know What They're Doing
adds
Tactics
to this creature.
View
Official miniatures
Pre-painted minis of this creature, catalogued from minisgallery.com.
Search by name, or choose a recently opened entry.
Add to…
esc
Full-text search — matches in entries, pages, notes and your uploaded documents. Filter with @ and #; start with ! to search everything you can access.
Type to search the full text of everything you can access, including uploaded documents.
Discussion
Log in to join the discussion.
No comments yet. Start the discussion.