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
Reusachtig zeemonster, chaotisch kwaadaardig
Armor Class 15 (natuurlijke pantsering)
Hit Points 201 (13d20+65)
Speed 20 ft., zwemmen 60 ft.
STR25+7
DEX13+1
CON20+5
INT12+1
WIS14+2
CHA14+2
Saving Throws Con +10, Wijs +7, Int +6
Skills Waarnemen +7
Resistances & immunities kou, bliksem
Senses duisterzicht 120 ft., passieve Waarneming 17
Challenge 13
Traits

Onderwatergevecht. De Jonge Kraken heeft geen nadeel op aanvalsworpen of schade onderwater.

Jeugdige Regeneratie. De Jonge Kraken herstelt 15 trefpunten aan het begin van haar beurt zolang ze minstens 1 trefpunt heeft.

Actions

Multiattack. De Jonge Kraken valt tweemaal aan met haar tentakels en eenmaal met haar beet.

Tentakel. Aanvalsworp met wapen (melee): +12 om te raken, bereik 15 ft., één doelwit. Trefkans: 16 (2d8+7) kneuzingschade, en het doelwit wordt gegrepen (ontsnappen-DC 18) tenzij de Jonge Kraken al drie wezens heeft gegrepen.

Verstikkende Inktwolk (Recharge 5-6). De Jonge Kraken spuwt een wolk inkt uit die een straal van 20 ft. onderwater vult; het gebied is er volledig verduisterd. Elk wezen binnenin moet een Constitutie-redding (DC 18) doen of is een minuut lang misselijk.

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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Frequently asked questions

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This page is in English. DM Shots adventures are crafted in clear, ready-to-read prose so you can run them straight from the table.

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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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How long does it take to play?

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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.