Sand Kraken

Large aberration, neutral

Armor Class

13 (natural armor)

Hit Points

85 (9d10 + 36)

Speed

20 ft., burrow 30 ft.

STR

18 (+4)

DEX

10 (+0)

CON

18 (+4)

INT

5 (-3)

WIS

13 (+1)

CHA

6 (-2)

Senses

darkvision 60 ft., tremorsense 120 ft., passive Perception 14

Skills

Perception +4, Stealth +6

Languages

--

Challenge

7 (2,900 XP)

Buried Camouflage. A sand kraken has advantage on Dexterity (Stealth) checks and it has total cover from attacks as long as it remains buried.

Keen Smell. The sand kraken has advantage on Wisdom (Perception) checks that rely on smell.

Tentacles. A sand kraken has 10 tentacles, each of which can grapple one creature. Each tentacle has an AC of 20, 15 hit points, and immunity to poison and psychic damage. Severing or destroying a tentacle deals no damage to the sand kraken, and severed tentacles regrow at a rate of 1 per day.

Actions

Multiattack. The sand kraken makes three tentacle attacks.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 30 (4d12 + 4) piercing damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the target must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. The disease is cured on a success. The target dies if the disease reduces its hit point maximum to 0. This reduction to the target’s hit point maximum lasts until the disease is cured.

Tentacles. Melee Weapon Attack: +7 to hit, reach 30 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage. The target is grappled (escape DC 15) and restrained. Until the grapple ends, a grappled target takes 13 (2d8 + 4) bludgeoning damage at the beginning of each of the sand kraken’s turns.

large
aberration
cr7
tome-of-horrors