This entry has no prose โ see the raw data below.
Kraken
Legendary groupMMp. 1972014
Raw data
{
"name": "Kraken",
"page": 197,
"__prop": "legendaryGroup",
"source": "MM",
"lairActions": [
"On initiative count 20 (losing initiative ties), the kraken takes a lair action to cause one of the following magical effects:",
{
"type": "list",
"items": [
"A strong current moves through the kraken's lair. Each creature within 60 feet of the kraken must succeed on a {@dc 23} Strength saving throw or be pushed up to 60 feet away from the kraken. On a success, the creature is pushed 10 feet away from the kraken.",
"Creatures in the water within 60 feet of the kraken have vulnerability to lightning damage until initiative count 20 on the next round.",
"The water in the kraken's lair becomes electrically charged. All creatures within 120 feet of the kraken must succeed on a {@dc 23} Constitution saving throw, taking 10 ({@damage 3d6}) lightning damage on a failed save, or half as much damage on a successful one."
]
}
],
"regionalEffects": [
"The region containing a kraken's lair is warped by the creature's blasphemous presence, creating the following magical effects:",
{
"type": "list",
"items": [
"The kraken can alter the weather at will in a 6-mile radius centered on its lair. The effect is identical to the {@spell control weather} spell.",
"Water elementals coalesce within 6 miles of the lair. These elementals can't leave the water and have Intelligence and Charisma scores of 1 (-5).",
"Aquatic creatures within 6 miles of the lair that have an Intelligence score of 2 or lower are {@condition charmed} by the kraken and aggressive toward intruders in the area."
]
},
"When the kraken dies, all of these regional effects fade immediately."
]
}