The Kraken of Zoutmaren Conqueror
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The Kraken of Zoutmaren

Zoutmaren pays a toll to something growing too large to steer

The Young Kraken
The Adversary
The Young Kraken
colossal sea monster · CR 13

Still young, and already large enough to wipe a city off the map with a single embrace.

Show stat block
The Young Kraken
Gargantuan sea monster, chaotic evil
Armor Class 15 (natural armor)
Hit Points 201 (13d20+65)
Speed 20 ft., swim 60 ft.
STR25+7
DEX13+1
CON20+5
INT12+1
WIS14+2
CHA14+2
Saving Throws Con +10, Wis +7, Int +6
Skills Perception +7
Resistances & immunities cold, lightning
Senses darkvision 120 ft., passive Perception 17
Challenge 13
Traits

Underwater Combat. The Young Kraken has no disadvantage on attack rolls or damage underwater.

Youthful Regeneration. The Young Kraken regains 15 hit points at the start of her turn as long as she has at least 1 hit point.

Actions

Multiattack. The Young Kraken attacks twice with her tentacles and once with her bite.

Tentacle. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 16 (2d8+7) bludgeoning damage, and the target is grappled (escape DC 18) unless the Young Kraken already has three creatures grappled.

Suffocating Ink Cloud (Recharge 5-6). The Young Kraken expels a cloud of ink that fills a 20-foot radius underwater; the area is heavily obscured. Each creature within it must make a Constitution saving throw (DC 18) or be nauseated for 1 minute.

5e-compatible stat block · this monster also appears in the adventure PDF

The Story

The harbor city of Zoutmaren thrives as never before, but at every new moon a ship vanishes with all hands, and no one dares ask aloud why. The merchants smile too broadly, the harbor is too rich, and beneath the quays murmurs a secret no one wants to know.

The truth lives in the trench just outside the harbor: the Young Kraken, fed for years by a hidden cult of merchants who bought their prosperity with lives. They sacrificed ships to ward off storms and rivals. But the creature grows, and it is becoming too large and too hungry to be satisfied with offerings any longer.

You follow the trail of missing ships, unmask the cult members behind their trading houses, crack open their hidden ritual chamber beneath the customs hall, and finally descend into the trench itself, in a diving bell or on the back of conjured sea life. Every step brings you closer to the Young Kraken, which regards the whole city the way you regard a meal.

The twist: the cult no longer wishes to feed the kraken but to free it, in exchange for power, and your intervention hastens exactly that. The climax rages in the churning trench: weaken the Young Kraken and drive it back into the deep, or destroy the cult beacon that lures it toward the city, while the sea draws back and the first arm already closes around the lighthouse of Zoutmaren.

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The fifth edition (5e). It is compatible with the common 5e rules and includes stat blocks and encounters.

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This work includes material from the System Reference Document 5.1 by Wizards of the Coast LLC, licensed under CC-BY 4.0. All story, characters and artwork are 100% original. DM Shots is an independent publisher, not affiliated with Wizards of the Coast. More about our license & 5e compatibility.