The Krabken

by 1d6Adventurers

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Kraben

"We'll set sail again when those blasted creatures stop washing up on the shore. Tell me, have you ever heard of the kraben? ... Yes of course I'm sure I'm saying it right."

Captain Vashiel Weston, "King" of the pirates


Kraben, or Crab Kings, were an evolutionary response when the gods left their kraken warriors in the seas and oceans of the world. The kraben dwelt in the depths, actively avoiding the kraken, scavening, and hunting for aeons until their size could protect them.

Colossal Appetite. In order to grow to their titanic size and sustain them, Kraben spend their every waking moment hunting or eating. The remains of their prey are one of the only ways to identify the presence of a kraben. Partially digested bodies of horrifying and unidentifiable creature from the depths can be found floating on the surface of the water the kraben calls home, while the largest of the remains sink to the ocean depths and can usually be found littering the floor of the kraben's lair.

Shadow of a Legend. The existence of the kraben is known to few, as stories of their attacks on sailors and ships are usually attributed to the kraken. Only veteran sailors know the tell tale signs, the rumours of its appearance, and its temper that some would say is even worse than the legend itself.

The Kraben's Lair

A kraben lives in deep underground caverns, volcanic craters, or tectonic fissures, full of the remains of giant underwater creatures, scavengers, and wrecked ships.

Lair Actions

On initiative count 20 (losing all initiative ties), the Kraben can use one of its lair action options. It can’t do so while incapacitated or otherwise unable to take actions. If surprised, it can’t use one until after its first turn in the combat.

  • A strong current moves through the kraben's lair. Each creature within 60 feet of the kraken must succeed on a DC 24 Strength saving throw or be pushed up to 60 feet away from the kraben. On a sucess, the creature is pushed 10 feet away from the kraben.
  • Creatures in the water within 60 feet of the kraben are accosted by swarms of scavenging creatures have their speed reduced by half until initiative count 20 on the next round.
  • A 30-foot-radius, 30-foot high pillar of swirling water appears in the kraben's lair. Each creature in the area must succeed on a DC 24 Strength saving throw or take 10 (3d6) bludgeoning damage and be pulled 10 feet towards the center of the pillar.

Regional Effects

The region containing a kraben's lair is warped by the creature's unnatural existence, which creates one or more of the following effects:

  • Bizarre and horrifying deep sea creatures litter the beaches and the surface of the water within 6 miles of the kraben's lair.
  • Crabs and other crustaceans are drawn to the area within 6 miles of the lair. Giant versions of sea creatures (crabs, octopus, sea horse, shark) are also common within the area.
  • Aquatic creatures within 6 miles of the lair that have and intelligence score of 2 or lower are charmed by the kraben and aggressive towards intruders in the area, until the kraben dies.


Kraben

Gargantuan monstrosity (titan), chaotic evil


  • Armor Class 21 (natural armour)
  • Hit Points 351 (18d20 + 162)
  • Speed 30 ft., swim 40 ft.

STR DEX CON INT WIS CHA
30 (+10) 11 (+0) 28 (+9) 15 (+2) 23 (+6) 17 (+3)

  • Saving Throws Str +17, Con +16, Wis +13
  • Damage Immunities cold; bludgeoning, piercing, and slashing damage from nonmagical weapons
  • Condition Immunities frightened, paralyzed
  • Senses truesight 120 ft., passive Perception 16
  • Languages understands Primordial but doesn't speak, telepathy 120 ft.
  • Challenge 24 (62,000 XP)

Amphibious. The Kraben can breathe air and water.

Kraben Carapace. When sufficiently heated, the the Kraben's shell cracks and covers the surrounding area in shrapnel. If the Kraben takes more than 30 fire damage in a single round, each creature within 30 feet of it must make a DC 24 Dexterity saving throw, taking 22 (5d8) piercing damage on a failed save, or half as much damage on a successful one.
   After taking this damage, the kraben takes a cumulative -1 penalty to its Armor Class, up to a maximum penalty of -5. The kraben's shell regrows in 1d6 weeks.

Siege Monster. The Kraben deals double damage to objects and structures.

Actions

Multiattack. The Kraben makes two claw attacks.

Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 23 (3d8 + 10) piercing damage. If the target is a Large or smaller creature grappled by the Kraben, that creature is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the Kraben, and it takes 42 (12d6) acid damage at the start of each of the Kraben's turns. If the Kraben takes 50 damage or more on a single turn from a creature inside it, the Kraben must succeed on a DC 25 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the Kraben. If the Kraben dies, a swallowed creature is no longer restrained by it and can escape

from the corpse using 15 feet of movement, exiting prone.

Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 29 (3d12 + 10) slashing damage, and if the target is a huge or smaller creature, it is grappled (escape DC 25). Until this grapple ends, the target is restrained. The Kraben has 2 claws, each of which can grapple one target.

Crush. Each creature currently grappled by the Kraben must succeed on a DC 24 Strength saving throw or take 36 (4d12 + 10) bludgeoning damage.

Water Spout. The Kraben shoots a powerful jet of water from its mouth in a 90-foot line that is 10 feet wide. Each creature in that area must make a DC 24 strength saving throw. On a failed save, a creature takes 33 (6d10) bludgeoning damage and is pushed back 60 feet. On a successful save, the target takes half as much damage, and is pushed back 10 feet. A pushed target is moved with such force that if it strikes a solid surface, it takes 3 (1d6) bludgeoning damage damage for every 10 feet it was pushed. If the target moves through another creature's space, that creature must make a DC 24 Dexterity saving throw or take the same damage and continue moving with the original target.

Legendary Actions

The Kraben 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. The Kraben regains spent legendary actions at the start of its turn.

Claw Attack. The Kraben makes one claw attack.
Bite or Crush (Costs 2 Actions). The Kraben makes a bite attack, or uses Crush .
Geyser. (Costs 3 Actions) The kraben creates an area of superheated water at a point within 60 feet. The geyser fills a 10-foot-radius, 40-foot high cylinder, and the area is heavily obscured by bubbles until the end of the krabken's next turn.
   When the geyser appears, each creature within the area must make a DC 24 Dexterity saving throw. On a failed save, a creature takes 45 (10d8) fire damage and is pushed 40 feet upwards. On a successful save, the target takes half as much damage, and is pushed 20 feet upwards. A pushed target is moved with such force that if it strikes a solid surface, it takes 3 (1d6) bludgeoning damage damage for every 10 feet it was pushed. If the target moves through another creature's space, that creature must make a DC 24 Dexterity saving throw or take the same damage and continue moving with the original target.

Created by u/1d6Adventurers for /r/MonsteraDay

Artwork: "GMO crab giant" - TombstoneActual on Imgur

 

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