JNAProductions
2019-09-21, 09:47 PM
Kraken
Level
Proficiency Bonus
Features
Adaptations
1st
+2
Kraken Traits, Adaptations
2
5th
+3
Siege Monster, Size Increase
3
11th
+4
Improved Armor, Size Increase
4
17th
+6
Freedom Of Movement, Size Increase
5
Kraken Traits
As a Kraken, you have the following racial traits in addition to those of your normal race.
You gain +2 to your Strength and Constitution scores, and +1 to your Intelligence, Wisdom, and Charisma scores.
You have Darkvision out to 120', and water does not impede your vision.
You can breathe both air and water freely.
You have a Swim speed of twice your land speed.
You have natural armor, granting you an AC of 14+your Dexterity modifier.
You have resistance to Lightning damage.
Adaptations
Also as a Kraken, you have a series of adaptations, as best befitting your environment and upbringing. Select two at level one from the list below, gaining another one at each tier.
Siege Monster
At level five, you gain the Siege Monster trait, dealing double damage to all objects and structures.
Size Increase
At levels five, eleven, and seventeen, you increase by one size category. This grants you increased reach as befitting your new size and +5' to your base land speed.
Improved Armor
At level eleven, your armor grows thicker and harder, granting you an AC of 16+your Dexterity modifier.
Freedom Of Movement
At level seventeen, you ignore difficult terrain, are immune to the Paralyzed condition, and magical effects cannot reduce your speed or cause you to become restrained. In addition, you can spend 5' of movement to escape from nonmagical restraints or being grappled.
Adaptations
Fearsome Beast
You become immune to the Frightened condition, and gain proficiency in Intimidation. If you already had proficiency, double your proficiency bonus for Intimidation. If you already double your proficiency bonus on Intimidation checks, gain proficiency in another skill.
Lightning
As an action, you can create one bolt of lightning per tier, firing them at a target within 120'. The targets must make a DC 8+your proficiency modifier+your Constitution modifier Dexterity save, or take 1d10 points of lightning damage per tier, half on a success.
Resistant Body
You gain immunity to lightning damage and resistance to non-magical piercing, slashing, and bludgeoning damage.
Immune Body
Requires Resistant Body and level 11+
You gain immunity to non-magical piercing, slashing, and bludgeoning damage.
Truesight
You gain Truesight out to 120'.
Tentacles
You grow two tentacles per tier. A tentacle can be used to make an attack, dealing 1d6 points of bludgeoning damage per tier to anyone hit. A tentacle is a Light, Finesse weapon able to attack out to twice your normal reach. They may also be used to manipulate objects or grapple foes.
Cavernous Jaws
You gain a bite attack. A bite attack deals 1d10 points of piercing damage per tier to anyone hit. Your bite is otherwise an ordinary natural weapon. Anyone already grappled by you, two sizes smaller than you, and successfully bitten is swallowed. While swallowed, they are blinded and restrained, and take 3d6 points of acid damage per tier at the start of each of your turns. At the end of each of your turns, you must make a Constitution save equal to half the damage dealt by any creatures swallowed by you since the end of your last turn. On a failure, you regurgitate all swallowed creatures.
Fast
Your base land speed increases by 10'.
Tough
Your HP increases by 2 per level.
Hardy
You gain proficiency in a save you are not already proficient in.
Level
Proficiency Bonus
Features
Adaptations
1st
+2
Kraken Traits, Adaptations
2
5th
+3
Siege Monster, Size Increase
3
11th
+4
Improved Armor, Size Increase
4
17th
+6
Freedom Of Movement, Size Increase
5
Kraken Traits
As a Kraken, you have the following racial traits in addition to those of your normal race.
You gain +2 to your Strength and Constitution scores, and +1 to your Intelligence, Wisdom, and Charisma scores.
You have Darkvision out to 120', and water does not impede your vision.
You can breathe both air and water freely.
You have a Swim speed of twice your land speed.
You have natural armor, granting you an AC of 14+your Dexterity modifier.
You have resistance to Lightning damage.
Adaptations
Also as a Kraken, you have a series of adaptations, as best befitting your environment and upbringing. Select two at level one from the list below, gaining another one at each tier.
Siege Monster
At level five, you gain the Siege Monster trait, dealing double damage to all objects and structures.
Size Increase
At levels five, eleven, and seventeen, you increase by one size category. This grants you increased reach as befitting your new size and +5' to your base land speed.
Improved Armor
At level eleven, your armor grows thicker and harder, granting you an AC of 16+your Dexterity modifier.
Freedom Of Movement
At level seventeen, you ignore difficult terrain, are immune to the Paralyzed condition, and magical effects cannot reduce your speed or cause you to become restrained. In addition, you can spend 5' of movement to escape from nonmagical restraints or being grappled.
Adaptations
Fearsome Beast
You become immune to the Frightened condition, and gain proficiency in Intimidation. If you already had proficiency, double your proficiency bonus for Intimidation. If you already double your proficiency bonus on Intimidation checks, gain proficiency in another skill.
Lightning
As an action, you can create one bolt of lightning per tier, firing them at a target within 120'. The targets must make a DC 8+your proficiency modifier+your Constitution modifier Dexterity save, or take 1d10 points of lightning damage per tier, half on a success.
Resistant Body
You gain immunity to lightning damage and resistance to non-magical piercing, slashing, and bludgeoning damage.
Immune Body
Requires Resistant Body and level 11+
You gain immunity to non-magical piercing, slashing, and bludgeoning damage.
Truesight
You gain Truesight out to 120'.
Tentacles
You grow two tentacles per tier. A tentacle can be used to make an attack, dealing 1d6 points of bludgeoning damage per tier to anyone hit. A tentacle is a Light, Finesse weapon able to attack out to twice your normal reach. They may also be used to manipulate objects or grapple foes.
Cavernous Jaws
You gain a bite attack. A bite attack deals 1d10 points of piercing damage per tier to anyone hit. Your bite is otherwise an ordinary natural weapon. Anyone already grappled by you, two sizes smaller than you, and successfully bitten is swallowed. While swallowed, they are blinded and restrained, and take 3d6 points of acid damage per tier at the start of each of your turns. At the end of each of your turns, you must make a Constitution save equal to half the damage dealt by any creatures swallowed by you since the end of your last turn. On a failure, you regurgitate all swallowed creatures.
Fast
Your base land speed increases by 10'.
Tough
Your HP increases by 2 per level.
Hardy
You gain proficiency in a save you are not already proficient in.