Looking to use Raising of Redshore (Dungeon 092) as a gateway to epic leveling as well as a way to bring the octopi into the Oni Wars. Here is one of the more interesting enemies converted to 5e. Ithkarsus has a dire shark animal companion (use a dragon turtle stat block). I really don’t like just shoehorning spells into a monsters stat block, but have done that here for the first cut.
Gargantuan monstrosity (titan), chaotic evil
- Cantrips (at will): guidance, poison spray, resistance, spare the dying, thaumaturgy
- 1st level (4 slots): bane, cure wounds, divine favour*, ray of sickness
- 2nd level (3 slots): hold person, lesser restoration, web
- 3rd level (3 slots): dispel magic, meld into stone
- 4th level (3 slots): divination, death ward*, freedom of movement
- 5th level (2 slots): insect plague, mass cure wounds
* These spells are active before combat starts.
Animal Ally. Ithkarsus has a dire shark animal ally (use a giant shark but with maximum hit points).
Amphibious. Ithkarsus can breathe air and water.
Destructive Smite. As a bonus action, Ithkarsus can expend a spell slot to cause his melee weapon attacks to magically deal an extra 10 (3d6) thunder damage to a target on a hit. This benefit lasts until the end of the turn. If Ithkarsus expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st.
Freedom of Movement. Ithkarsus ignores difficult terrain, and magical effects can’t reduce its speed or cause it to be restrained. It can spend 5 feet of movement to escape from nonmagical restraints or being grappled.
Siege Monster. Ithkarsus deals double damage to objects and structures.
Special Equipment. Ithkarsus has the following equipment:
- Ring of Spell Storing – currently stores two power word kill spells.
- Ring of Protection.
- Rod of Absorption with 38 charges left and no spells absorbed.
- Staff of Healing with 10 charges.
Multiattack. Ithkarsus makes three tentacle attacks, each of which he can replace with one use of Fling. Two of his ten tentacles are wielding the rod of absorption and staff of healing and so can not be used to grapple. However, he mays use each of the items listed under special equipment as part of his multiattack action. He may replace any of his special equipment actions with the Cast a Spell action.
All melee attacks currently do an additional 2 (1d4) radiant damage due to divine favor.
Bite. Melee Weapon Attack: +17 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 kraken, 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 kraken, and it takes 42 (12d6) acid damage at the start of each of the kraken’s turns. If Ithkarsus 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, which fall prone in a space within 10 feet of the kraken. If the kraken dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone.
Crushing Tentacle. Melee Weapon Attack: +17 to hit, reach 40 ft., one target. Hit: 20 (3d6 + 10) bludgeoning damage, and the target is grappled (escape DC 18). Until this grapple ends, the target is restrained. The kraken has ten tentacles, each of which can grapple, trip or disarm one target. Each tentacle scores a critical hit on a 19 or 20.
- A grappled creature automatically takes 20 (3d6 + 10) bludgeoning damage at the start of its turn. Alternatively, the kraken forgoes crushing damage and makes a bite and swallow attack. It can only do this once per round.
- A tripped creature falls prone on a failed DC 17 Strength saving throw.
- A disarmed target has its weapon flung away on failed opposed Strength ability check.
Fling. One Large or smaller object held or creature grappled by Ithkarsus is thrown up to 60 feet in a random direction and knocked prone. If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 18 Dexterity saving throw or take the same damage and be knocked prone.
Lightning Storm. Ithkarsus magically creates three bolts of lightning, each of which can strike a target the kraken can see within 120 feet of it. A target must make a DC 23 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one.
Rip Curl. Ithkarsus magically creates three whirlpools each of which can strike a target he can see within 120 feet of it. A target must make a DC 23 Strength (Athletics) skill check (to avoid the attack by swimming out of the way), taking 22 (4d10) cold damage on a failed save and becoming immobilised, or half as much damage on a successful one. The target can repeat the skill check at the end of their turn to break out of the rip curlThis attack only works if the target is completely submerged.
Rod of Absorption. Ithkarsus uses his reaction to trigger the effect of the rod of absorption when targeted by a spell.
Ithkarsus 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. He regains spent legendary actions at the start of its turn. When facing more than 4 PCs all legendary actions cost 1.
- Cast a Spell. Ithkarsus casts a spell.
- Tentacle Attack or Fling. Ithkarsus makes one tentacle attack or uses its Fling.
- Lightning Storm/Rip Curl (Costs 2 Actions). Ithkarsus uses Lightning Storm.
- Ink Cloud (Costs 3 Actions). While underwater, Ithkarsus expels an ink cloud in a 60-foot radius. The cloud spreads around corners, and that area is heavily obscured to creatures other than the kraken. Each creature other than the kraken that ends its turn there must succeed on a DC 23 Constitution saving throw, taking 16 (3d10) poison damage on a failed save, or half as much damage on a successful one. A strong current disperses the cloud, which otherwise disappears at the end of the kraken’s next turn.
Ithkarsus has been in the Shadar Pools long enough for it to become his lair and has access to lair actions. The Shadar Caves are 4.5 miles underwater and non-aquatic creatures will take 256d6 of damage each round on a failed DC 15 Constitution saving throw. The DC for this saving throw increases by 1 for each successful save. Freedom of movement protects against this effect entirely. The water is also so cold that creatures without cold immunity take 1d6 cold damage per round while in his lair. While in his lair he also has Boss Music active.
On initiative count 20 (losing initiative ties), Ithkarsus takes a lair action to cause one of the following magical effects:
- A strong current moves through Ithkarsus’s lair. Each creature within 60 feet of Ithkarsus must succeed on a DC 23 Strength saving throw or be pushed up to 60 feet away from Ithkarsus. On a success, the creature is pushed 10 feet away from the kraken.
- Creatures in the water within 60 feet of Ithkarsus have vulnerability to lightning/cold damage until initiative count 20 on the next round.
- The water in the Ithkarsus’s lair becomes electrically charged. All creatures within 120 feet of Ithkarsus must succeed on a DC 23 Constitution saving throw, taking 10 (3d6) lightning damage on a failed save, or half as much damage on a successful one.
The region containing around the Shadar Pool has been warped by the creature’s blasphemous presence, creating the following magical effects:
- The kraken can alter the weather at will in a 6-mile radius centered on its lair. The effect is identical to the 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 charmed by the kraken and aggressive toward intruders in the area.
When Ithkarsus dies, all of these regional effects fade immediately.
If need be, Ithkarsus will use meld into stone to cast protective spells before joining the battle, flailing with his tentacles and using staff of healing to heal himself each turn until it runs out of charges. He will use dispel magic on any non-aquatic creature attacking and will use some tentacles to disarm and trip opponents. He is smart enough to understand that a non-aquatic creature probably has magic active protecting it from the crushing damage so is not adverse to casting dispel magic as 4th or 5th level spell to strip adaptive spells like water breathing, resist cold and freedom of movement.
Banner Credit: Carl Critchlow © WotC, Dungeon 092.
My PCs spent a week and then 90 minutes of this session preparing to fight the kraken. They ended up beating him in 1.5 rounds. He got one action + 6 legendary actions out before dying. He did kill one PC (the geisha).
The followup fight with the Dancer of the Shadar Caves (unique mithril golem) went for 8 rounds and ended up being tougher than the kraken.
I have updated his stab lock in light of that combat.
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