D&D 5 0 Loot Tavern Cakewalk Release The Kraken v0 99, OEF, Pages
D&D 5 0 Loot Tavern Cakewalk Release The Kraken v0 99, OEF, Pages
D&D 5 0 Loot Tavern Cakewalk Release The Kraken v0 99, OEF, Pages
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Contents
Introduction . . . . . . . . . . . . . . . . . . . 1
Background . . . . . . . . . . . . . . . . . . . . . . 1
Background
Summary. . . . . . . . . . . . . . . . . . . . . . . . . 1
Adventure Hooks . . . . . . . . . . . . . . . . . . 1
Davy Bones. . . . . . . . . . . . . . . . . . . . . . . 2
The Boney Lass . . . . . . . . . . . . . . . . . . . 3
Kytshen . . . . . . . . . . . . . . . . . . . . . . . . . 3
Kytshen
The Big Apple. . . . . . . . . . . . . . . . . . . . . 3
The Candy Coast. . . . . . . . . . . . . . . . . . 3
Tracking . . . . . . . . . . . . . . . . . . . . . . . . . 4
Aftermath . . . . . . . . . . . . . . . . . . . . . . 19
Aftermath
Treasure . . . . . . . . . . . . . . . . . . . . . . . 19
Treasure
Harvesting. . . . . . . . . . . . . . . . . . . . . . . 19
Crafting. . . . . . . . . . . . . . . . . . . . . . . . . 19
Appendix B - Spells .
Spells . . . . . . . . . . . . . 22
Appendix C - Creatures .
Creatures . . . . . . . . . 23
Cracker Kraken. . . . . . . . . . . . . . . . . . . 23
Credits
Design: João Araújo, Max Wartelle
Writing: João Araújo, Max Wartelle
Editing: Phylea, Max Wartelle
Formatting: Sally Kay Clark, Kwampo “Ari” Cheng
Proofing: Jessic Gombart
Art Direction: Mohammed “Aggi” Bellafquih
Layout: Sally Kay Clark
Cover Illustrator: Chaouki “Ciao” Titouhi
Interior Illustrators: Mohammed “Aggi” Bellafquih,
Sam Jumisko, Michelle Mueller, Corey Rivera,
Ognjen Sporin
Cartographers: Cze & Peku, Venatus Maps
Sam Jumisko
A
Introduction salty, maddened rage, which transformed into a fierce
territoriality once its eggs started showing signs of
Release the Kraken is a 5th-edition hunt intended for 3 hatching.
to 7 characters and is optimised for a party of 4 with With its offspring about to be born, the kraken’s
an average party level (APL) of 5, 9, or 14. Characters desire to return to its river is stronger than ever, and
who complete this hunt should earn enough experi- in a mixture of brine-induced rage and protective
ence to progress one quarter of the way to 6th level, instinct, it has been lashing out at every ship that ven-
one quarter of the way to 10th level, or half of the way tures near its brood. The kraken’s larvae must reach
to 15th level, respectively. The adventurers must take freshwater soon after hatching. A creature of such
to the seas and protect the Big Apple from the raging immense size is surely capable of levelling the entirety
cracker kraken. of the Big Apple in a fit of parental passion.
After meeting with Davy Bones and learning of
ships mysteriously disappearing off of the Candy Summary
Coast, the party must embark on a vessel of their own
Here’s the hunt’s relevant information:
and search the sea for clues. This leads them to a brief
fight with the cracker kraken’s tentacles, after which • Which Monster? The cracker kraken, a mas-
the kraken mounts an attack on the Big Apple. Will sive monstrosity native to the rivers and lakes of
the party surge to the city’s rescue, or let the kraken Y’ummm.
ruin the metropolis? Ways to resist necrotic damage, • Monster’s Motivations. To protect its eggs and
escape grapples, and deal fire damage will be impor- forge a way back to the river it calls home.
tant in this fight. • Monster’s Previous Actions. Enraged by its pres-
Variable Hunt Statistics ent circumstances, the cracker kraken has been
lashing out against merchant ships that get near its
Hunt Level VDC Vmod Vdam eggs, sinking every last one.
5th 13 +5 5 (2d4) • Where’s the Monster? The kraken’s lair is a vast
9th 15 +7 10 (3d6) swath of ocean that encompasses the bay of the
Big Apple. It’s staying at the location of its eggs,
14th 16 +8 14 (4d6) which coincides with the wreck of the Spicerack,
the last ship it sank.
Davy Bones
Undead, ship captain, he/him
Personality. Jovial and optimistic, with a
Davy Bones deep love for the sea.
Appearance. Skeleton wearing barnacle-en-
crusted captain’s regalia. Has several gold
teeth, violet gem in one eye socket, and
eyepatch covering the other.
2
The Boney Lass Kytshen
The Boney Lass is Davy Bones’s ship. When the party The isle of Kytshen, located in the middle of the
arrives at the Big Apple and meets with him to receive archipelago, is the largest in all of Y’ummm. Due to
their mission, Davy offers to take them aboard his its central location, temperate climate, fertile soil,
vessel so that they can sail along the Candy Coast and and abundance of resources, its port town, the Big
search for whatever has been destroying ships. You Apple, is the islands’ capital. Many flock to its shores
can read or paraphrase the following: in search of better opportunities, or simply to visit the
plethora of delights offered in the metropolis.
Davy Bones leads you down the harbour, his
bones rattling with every peppy step he takes. The Big Apple
He is clearly excited to show off his vessel. “Thar The Big Apple boasts a population of around 150,000
she is… Ain’t she a beaut?” he says with a proud souls, a melting pot of every Humanoid race in the
flourish in the direction of a docked sailing ship. isles. The city is both a cultural centre and a bustling
Tattered sails, a hull stained by algae and encrust- trade hub, with well established sea routes to many
ed with barnacles... Is the ship undead too? Next other islands and dozens of ships arriving and depart-
ing from its docks every day.
to the figurehead—a skeletal mermaid thrusting
forth a notched scythe—are a few words, paint- Its most famous landmark is the royal family’s
residence, the eponymous palace. The crown jewel of
ed onto the bow’s hull in a rusty gold: “The Boney
Y’ummmite architecture, Big Apple Palace brings in
Lass”. hundreds of visitors on a monthly basis, all eager to lay
eyes upon its shiny peel.
“It’s about cultivatin’ an image, ye see.” Davy
quickly explains, perhaps anticipating some criti-
The Candy Coast
cism. “A skeleton captain can’t rightly command
The Candy Coast is the name given to the western
a squeaky-clean ship. ‘Twouldn’t be right. But I
coast of the island of Kytshen, where the Big Apple
assure ye, she’s in fine fettle, she is. Ye’d be hard is located. Whereas the eastern side consists mostly
pressed to find a finer ship in the whole Candy of barren, rocky cliffs, the west teems with vibrant
Coast.” life running wild on its sandy beaches, grassy dunes,
and rolling hills. Schools of exotic fish share its crystal
clear waters with vessels of all sizes, from the humble
Accepting Davy Bones’s offer is the only way for fishing dinghy to massive merchant galleons.
the party to set sail and continue their investigation—
no other captain in the harbour is mad enough to go Unique Fauna and Flora
off chasing the terror of the Candy Coast. Unfortu-
Albafloss. Perplexed by the strange pink cloud you
nately, his own crew has also refused to undertake
just saw moving across the sky at high speed? You
such a dangerous journey, leaving Davy in desperate
may have actually spotted an albafloss, a large seabird
need of a party of brave adventurers to help him sail
with plumage made entirely of candy floss. These
the ship.
solitary creatures live on recondite crags in the middle
The Boney Lass is a small sailing ship, 100 feet long of the ocean, occasionally making their way to the
and 20 feet wide. Detailed statistics for it are avail- mainland in search of food. In some parts of Y’ummm,
able in Appendix D. Make sure to keep track of the it’s considered good luck to glimpse an albafloss… but
hit points of its hull. During tracking encounters and the numerous people carried away by these birds to
wave 2 of the boss fight, the hull risks being damaged. serve as meals may beg to differ.
If the hull drops to 0 hit points, the ship is destroyed
An albafloss uses the statistics of a roc (CR 11), but
and any creatures aboard are thrown into the ocean.
is Huge instead of Gargantuan.
4
“Barry”
always stays magically cold, despite the weather (and mance, the rest of the party can attempt to enhance
even underwater), and can be consumed as a bonus it with some pzazz. Each party member can attempt
action, after which it is expended. any one check, as long as it makes sense, such as
• Licorice Whirlpool Swirl. A creature that eats making a Dexterity (Sleight of Hand) check to do
this treat gains resistance to necrotic damage until some interpretive finger tutting. If at least one of these
the end of its next turn. checks is successful, the check made to sing is made
with advantage.
• Seabreeze Mint Scoop. A creature that eats this
treat can immediately teleport up to 30 feet to If the party wins, they are given their choice of a
an unoccupied space that it can see, transforming spell scroll of water breathing or a spell scroll of water
into a gust of wind and reappearing at its desired walk. Alternatively, they can choose to have the gum-
location. merfolk do some quick repairs on their ship, which
causes a component of the party’s choice to regain 30
Sweet Harmonies hit points. If the party loses the contest, each party
Narrative encounter, ocean member must make a VDC Wisdom saving throw.
On a failed save, a creature is entranced by the gum-
A few rocks jut out from the surface of the water,
merfolk’s song and has a hard time departing, granting
upon which a group of a dozen gummerfolk—Hu-
the whole party disadvantage on the next Tracking
manoids with the top half of a gummyfolk and the
check one of its members makes.
bottom half of a gummy shark—are sunbathing. The
Mohammed “Aggi” Bellaquih & Michelle Mueller
gummerfolk call out to the party and suggest a singing The Rainbow Jellofish
competition.
Narrative encounter, ocean
Should the party accept, both sides are given 10
Davy Bones calls the party over to witness a rare sight:
minutes to prepare a singing performance, after which
a school of jellofish—wobbly, varicoloured, gelatinous
they take turns showing it off, with the party going
creatures—is swimming beside the ship. Y’ummmite
first. One party member must make a Charisma
superstition says that good luck awaits those that can
(Performance) check, contested by the same check
spot a fabled rainbow jellofish among the swarm.
from one of the gummerfolk (+Vmod to check).
Showmanship counts, however! During the perfor-
Whirlpool
Narrative encounter, ocean
A deadly maelstrom begins to take shape, threaten-
ing to pull the ship into the ocean’s cold depths. The
whole vessel rocks, causing Davy Bones to fall, hit his
head, and lose consciousness. In order to avoid the
whirlpool, each party member needs to step up and
make one of the following ability checks:
• A VDC Strength (Survival) check to man the
wheel and steer the ship away from the whirlpool.
• A VDC Dexterity (Athletics) check to climb the
rigging and fully unfurl the sails to pick up speed.
• A VDC Wisdom (Perception) check to spot
obstacles that may damage the hull.
Each check can only be attempted by one creature.
Creatures that have proficiency with water vehicles
have advantage on these checks. The ship’s hull takes
15 bludgeoning damage for each check failed.
dive down and search the remains of the ship for any
clues. If the party has no means to remain underwater
6
for extended periods of time, Davy can provide some success. Roll a d6 and consult the table below to see
diving gear that he has aboard his ship, consisting of what a creature finds, rerolling any duplicate results.
a bulky suit attached by a cable to the ship. While Each piece of cargo is worth gold pieces equal to 10 ×
wearing this suit, a creature’s speed is reduced by 10 the party’s APL.
feet, it can breathe underwater, and it can tug on the
cable to be reeled up towards the ship at a rate of 60 d6 Cargo d6 Cargo
feet per round. A rock candy effigy
A small crate of pure representing the leg-
Survivor. After the second Tracking check (see
1 walnut from the 4 endary jörmungum-
Tracking, page 4), the party arrives at the site of mines of Pahn’trie mdr, wrapped around
another kraken attack. This time, they find a survi- a gummy spire
vor—Jackfruit Sparrow (CN fruitfolk bandit captain).
The captain of the ship, he has been drifting on a raft A sealed binder Delicious scales shed
containing precious by the dangerous drag-
along with several of his former crew’s corpses, which 2 5
bread recipes, coveted onfruit of the Fruitopi-
he couldn’t bring himself to part with. He’s ecstatic at
by evil corporations an jungles
the prospect of being rescued, and while he’s eating
and drinking for the first time in days, the party has A golden statuette One small cask of
the chance to look at the bodies. of a hermit crab munchback whale
wearing a variety of blubber, containing
3 6
accessories that can enough to cover two
Clue 1: Dry Spell be swapped out for creatures (see Clue 3,
Cracker krakens are weak to fire damage. Where a different one page 8)
normal cracker would get soggy upon exposure to
water, a cracker kraken’s unique physiology allows Examination. Upon bringing the tentacle up to the
it to remain firm. This has a commensurate down- ship, several observations can be made:
side, however: when the kraken takes fire damage,
• The tentacle still squirms and twitches even after
it becomes especially brittle and its skin crumbles,
being severed, almost with a mind of its own.
weakening its attacks and causing it to lose grip on
whatever it is grappling. • It displays severe burn marks that left lasting
damage.
Exploration. The remains of the ship are located
• If touched by fire, it latches onto the nearest
500 feet beneath the water’s surface, in complete
creature or object to pull itself away from the
darkness. Scouring through them for 10 minutes
flame. Immediately after, it dries up and its skin
allows the party to easily find a severed cracker ten-
crumbles, causing it to lose grip on the creature or
tacle, which they can bring up to the ship for further
object it was holding.
examination. Additionally, each creature searching
the wreckage can make a VDC Wisdom (Percep- Using the Clue: Arcannons. The Boney Lass’ arcan-
tion) check, finding one piece of the ship’s cargo on a nons can deal one of three different damage types,
including fire.
8
He’s more than happy to offer it to the party in return
for rescuing him. A creature can spend 10 minutes The Battle Ahead
coating itself with the munchback blubber, which The battle against the cracker kraken is divided into
lasts for 1 hour before drying. A coated creature that three distinct phases, referred to as waves. The first
is grappled rolls a d20 at the start of each of its turns. two waves take place at the location of the Spicerack’s
On a roll of 11 or higher, it immediately slips out of wreck. In the first wave, the party must resist the
the grapple. In addition, a creature that coats itself in assault of several maritime creatures, emboldened by
blubber gains an awful stench, which gives it disad- the kraken’s presence. In the second wave, the krak-
vantage on Persuasion checks made against non-sailor en’s tentacles burst from the ocean around the Boney
Humanoids (GM’s discretion). The stench persists Lass, attempting to sink it. Should the party defeat the
even after the effects of the blubber fade, and can only tentacles, the enraged kraken makes for the Big Apple,
be removed with a bath or magic that allows a crea- where the third wave occurs. The party will get a
ture to clean itself, such as the prestidigitation cantrip. chance to take a short rest as their ship chases the
creature, before facing it in a final confrontation at the
city’s harbour. However, taking too long to arrive at
the harbour may result in a smaller reward at the end.
Helping Hand. Not as adept at fighting giant mon-
sters as the party, Davy Bones helps by manning the
ship’s arcannons, enabling the party to use them dur-
ing the waves. However, at any point during the battle,
he can toss a party member some potions of healing
(normal, greater, or superior at 5th, 9th, and 14th hunt
level, respectively) if they seem low on hit points.
Using the Ship. Traditionally, a ship rolls for initia-
tive and acts on its own initiative count, relying on the
crew manning its components so it can take actions.
However, Davy Bones is working with a skeleton
crew, and if the party is involved in combat, they may
not be available to man the ship’s components. In that
case, don’t roll initiative for the ship. Instead, for the
purposes of this adventure only, a party member can
use an action to fire one of the ship’s arcannons. Once
an arcannon has been used, it can’t be used again until
initiative count 20 of the next round.
Lair Actions
While along the Candy Coast, the cracker kraken can
manipulate the water that comprises its lair to terrorise
foes. The saving throw DCs and damage of the lair
actions depend on the level of the hunt.
Lair Actions. On initiative count 20 (losing initia-
tive ties), the kraken takes a lair action to cause one of
the following effects. See the table on page 1 for
the damage, roll modifiers, and save DCs. The kraken
only begins using lair actions during wave 3, with one
exception detailed in the Tactics section for wave 2.
• Draining Touch. Tendrils of foaming water rear up
from water in the kraken’s lair. Up to three crea-
tures within 20 feet of a Large or larger body of
water within the kraken’s lair must succeed on a
VDC Dexterity saving throw or be touched by a
tendril and drained of their moisture, taking Vdam
Allow the party to look around a little, perhaps Level 9. At 9th level, the wave 1 combatants are:
even lulling them into a false sense of security. When • 2 octopasti* (CR 1)
you are ready to begin the battle, start with wave 1,
• 4 giant crabapples (CR 4)
described below.
Level 14. At 14th level, the wave 1 combatants are:
• 5 giant crabapples (CR 4)
• 1 albafloss (CR 11)
*Octopastas/octopastodes depending on your school of thought.
10
1 square = 5 feet Cartographer: Map 1. Wreck of the
Cze & Peku Spicerack
Cze & peku
Cartographer:
Venatus Maps
the Big Apple to prevent it from wreaking havoc upon round, the Boney Lass makes an attack with its arcan-
the harbour. The kraken reaches the city in 1 hour nons against a creature of the party’s choice.
and begins its attack. If the Boney Lass moves at its
14
Arriving Late. If the party arrives late to the city,
the kraken has the chance to cause significant destruc-
Wave 3: Saltstorm
tion, which reduces the monetary reward at the end of Wave 3 begins when the party reaches the Big Apple.
the quest, as the Big Apple needs the funds for repairs It consists of the cracker kraken and a couple more
instead. of its tentacles. Davy Bones isn’t too keen on risking
• 10-29 minutes late: The reward is reduced by his ship more than he has to, and suggests the party
25%. disembark and fight the kraken on shore.
• 30-59 minutes late: The reward is reduced by Enemies
50%.
The enemies in this wave are the kraken proper and its
• 60-119 minutes late: The reward is reduced by remaining tentacles. The statistics for all enemies are
75%. present in Appendix C.
• 120+ minutes late: The quest fails. See “Failing Level 5. At 5th level, the wave 3 combatants are:
the Quest” below.
• 1 young cracker kraken (CR 5)
Failing the Quest. If the party has no way of return- • 2 young cracker tentacles (CR 2)
ing to the Big Apple in time, there’s no one to stop
Level 9. At 9th level, the wave 3 combatants are:
the kraken from wreaking havoc and forging its way
upstream. It destroys the harbour and all the struc- • 1 adult cracker kraken (CR 8)
tures across and adjacent to the estuary. If the party • 2 adult cracker tentacles (CR 4)
is stranded at the wreck of the Spicerack, a merchant
ship fleeing the Big Apple comes across them 1d4 Level 14. At 14th level, the wave 3 combatants are:
hours after the harbour’s destruction, takes them • 1 ancient cracker kraken (CR 14)
aboard, and gives them the bad news. The quest is • 2 ancient cracker tentacles (CR 6)
failed and the party earns no reward.
This Page: Cze & Peku; Opposite: Sam Jumisko
18
Aftermath ing the mermaid’s bottom half into skeletal kraken
tentacles. He merrily ignores anyone who points
Here are some possible outcomes of the hunt: out that kraken tentacles don’t have bones.
• Aware that the baby krakens will one day return, • If the Boney Lass was destroyed, Davy’s enthusi-
fully grown and seeking to leave the island, the asm and optimism are undeterred. He promptly
city begins to modify its infrastructure to allow for begins construction of its successor, the Bonier
their passage when the time comes. Lass, which he proclaims will be bigger, faster,
• If the party arrived at the harbour in time, pre- and spookier than the first.
venting it from sustaining significant damage, a • After the adventure, Davy Bones offers to sail the
ceremony is held in their honour the following party to any of the other islands in Y’ummm, be it
day. They are presented with a Key to the City for a relaxing vacation or a brand new quest.
and declared official friends of the Big Apple.
• Conversely, if the party failed to prevent the
harbour’s complete destruction, the Big Apple is
Treasure
severely impacted, suffering great losses in tourism Once the party has defeated the cracker kraken, they
and trade. For the first time in many years, several can attempt to harvest components and craft unique
people leave the city, looking for better opportuni- items using the remains. For further information, refer
ties elsewhere. to the Harvesting and Crafting chapters in Heliana’s
Guide to Monster Hunting.
• Jackfruit Sparrow retires from sailing and begins
working on creating an alchemical variant of
munchback blubber with a pleasant fragrance Harvesting
instead of a horrible stench. His final product, Eau The following components can be harvested from
de Munchback, is still fairly repulsive. the remains of the cracker kraken and used to make
• Al Fredo is grateful to the party for avenging unique items.
his wife. Encouraged by their success, he starts Cracker Kraken Harvest Table
a charity to aid other victims of the kraken and
similar maritime disasters. Component DC Components
• To commemorate the successful hunt, Davy 10 Beak
Bones modifies the figurehead of his ship, chang- 15 Heart, tentacle
Crafting
The following unique items can be crafted from the cracker kraken’s components.
Cracker Kraken Craftable Items
Item Item Type Rarity Attunement Components Essence Value*
Uncommon Frail 820 gp
Monstrosity (cracker krak-
Calamarmour Armour (any) Rare Required Robust 4,110 gp
en) tentacle
Very rare Potent 11,850 gp
Uncommon Frail 450 gp
Weapon (any Monstrosity (cracker krak-
Hyper Soaker Rare — Robust 1,900 gp
firearm) en) beak
Very rare Potent 8,530 gp
Uncommon Frail 800 gp
Monstrosity (cracker krak-
Torrential Mantle Wondrous item Rare Required Robust 3,440 gp
en) heart
Very rare Potent 11,200 gp
Hyper Soaker
Weapon (any firearm), uncommon
Component: Monstrosity (cracker kraken) beak
Don’t let the name fool you! This strange contraption
is not a mere child’s toy, but a powerful weapon capa-
ble of discharging jets of water at high enough pressure
Calamarmour to cut through pure steel. And all it requires in return
is for you to give up a tiny smidge of your own vitality.
What a deal!
This weapon doesn’t require normal ammunition.
Instead of bullets that deal the weapon’s normal
damage type, it shoots blasts of water that deal bludg-
eoning damage. Whenever you reload the weapon,
you take 1 necrotic damage that can’t be reduced or
prevented in any way, as the gun drains some of your
body’s moisture to refill itself.
Pressure Cutter. As an action while holding this
weapon, you can shoot a thin jet of water in a 100-
foot line that is 5 feet wide. Each creature in the line
must make a DC 13 Dexterity saving throw, taking
4d6 piercing damage on a failure or half as much
damage on a success. Objects in the line also take this
damage. Creatures don’t benefit from cover thinner
than 2 feet, as the jet of water pierces straight through
Michelle Mueller
20
Rare variant: Increase the DC to 15 and the pierc- you without provoking opportunity attacks, after
ing damage to 5d6. This weapon deals an extra 1d6 which you transform back into your original form.
cold damage to the first target it hits on each of your Each creature within 10 feet of the space you end this
turns. move in must make a DC 15 Strength saving throw.
On a failed save, a creature is knocked prone as a
Very rare variant: Increase the DC to 16 and the
wave of water crashes down on it. After this property
piercing damage to 8d6. This weapon deals an extra
of the cloak has been used, roll a d6. On a 2 or lower,
1d10 cold damage to the first target it hits on each of
it can’t be used again until the next dawn.
your turns.
Uncommon variant: Reduce the DC to 13, the
Torrential Mantle area of effect to within 5 feet of the space you end the
Wondrous item, rare (requires attunement) move in, and the d6 to a d4.
Component: Monstrosity (cracker kraken) heart
Very rare variant: Increase the DC to 16. Crea-
The power of rushing water is not to be underestimat- tures that make a saving throw against the Rush of
ed. Crashing waves reduce rock to rubble; inescapable Water property also take 2d6 bludgeoning damage on
currents pull poor souls to their doom; and rising tides a failed save, or half as much damage on a successful
drown entire settlements. Water truly is a force of one.
nature—and now you can be one too.
Rush of Water. As a bonus action while wearing
this cloak, you can briefly transform into a waterspout
and move to an unoccupied space within 30 feet of
Hyper Soaker
Torrential Mantle
Michelle Mueller
Tentacle Lash
4th-level biomancy* (*can be replaced with transmutation)
Casting Time: 1 action
Range: Self
Components: V, S, M (a miniature plunger)
Duration: Concentration, up to 1 minute
Class: Druid, Ranger, Warlock, Wizard
One of your arms elongates into a long, wet, suckered
tentacle. When you cast this spell, and as an action
on each of your turns, you can make a melee spell
attack against a creature within 30 feet of you. On
a hit, the target takes 5d8 bludgeoning damage and
it must make a Strength saving throw if it is Huge
or smaller. On a failure, you can choose one of the
following effects:
• The target is knocked prone.
• The target is shoved 5 feet in a direction of your
choice.
• You disarm the target; you take one item the tar-
get is holding and return it to your person.
22
Appendix C - Creatures
Cracker Kraken habit, and why saltwater is so harmful to their health.
Miraculously, some facet of their physiology prevents
Native to the archipelago of Y’ummm, cracker krak- their cracker bodies from becoming softened on ex-
ens are aquatic behemoths that inhabit lakes and riv- posure to water. The secret to recreating this material
ers across the isles. Scholars have long been intrigued property could be worth tonnes of gold in the shipping
by these creatures’ numerous biological oddities, industry and shipwright magnates offer high bounties
but researching the matter is a difficult and perilous for magically-preserved samples of cracker krakens.
undertaking. Not only are cracker krakens quite rare,
Brains for Days. The nervous system of a cracker
but they also defend their territories fiercely and don’t
kraken is a thing of wonder. Like most living crea-
take kindly to intruders.
tures, its head contains a brain. However, running
Absorbent Skin. Contact with a cracker kraken is down the length of each tentacle is a myriad of tightly
immeasurably dangerous due to their porous, highly condensed neurons, abundant enough for zoolo-
absorbent skin, which is capable of draining mois- gists to label each a ganglion, or mini-brain. These
ture from anything it touches. It’s for this reason that mini-brains allow the kraken’s tentacles to move
cracker krakens require large bodies of water to in- semi-autonomously, a terrifying trait for those un-
lucky enough to find themselves the subjects of their
territorial ire.
24
Young Cracker Tentacle
Large Monstrosity, Unaligned
Armour Class 15 (natural armour)
Hit Points 52 (7d10 + 14)
Speed 15 ft., swim 60 ft.
Actions
Slam. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 11
(2d8 + 2) bludgeoning damage, and if the target is a Medium or
smaller creature, it’s grappled (escape DC 13). While grappling a
creature, the tentacle can’t use its Slam attack.
Constrict. The tentacle attempts to wrap itself around a creature it’s
grappling, which must succeed on a DC 13 Strength saving throw or
be restrained until the grapple ends. The restrained creature takes
7 (2d6) necrotic damage at the start of each of its turns as its body is
drained of moisture.
Toss Overboard. The tentacle attempts to fling a creature it’s
grappling, which must succeed on a DC 13 Strength saving throw
or be thrown up to 20 feet away where it lands prone. If a thrown
creature hits an obstacle or another creature, it stops and both the
creature and the thing it hit take 7 (2d6) bludgeoning damage.
26
Adult Cracker Tentacle
Large Monstrosity, Unaligned
Armour Class 17 (natural armour)
Hit Points 76 (9d10 + 27)
Speed 15 ft., swim 60 ft.
Actions
Multiattack. The tentacle makes two Slam attacks. It can replace
one of those attacks with a use of its Constrict or Toss Overboard.
Slam. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 14
(2d10 + 3) bludgeoning damage, and if the target is a Medium or
smaller creature, it’s grappled (escape DC 14). While grappling a
creature, the tentacle can’t use its Slam attack.
Constrict. The tentacle attempts to wrap itself around a creature it’s
grappling, which must succeed on a DC 14 Strength saving throw or
be restrained until the grapple ends. The restrained creature takes
9 (2d8) necrotic damage at the start of each of its turns as its body is
drained of moisture.
Toss Overboard. The tentacle attempts to fling a creature it’s
grappling, which must succeed on a DC 14 Strength saving throw
or be thrown up to 20 feet away where it lands prone. If a thrown
creature hits an obstacle or another creature, it stops and both the
creature and the thing it hit take 7 (2d6) bludgeoning damage.
28
Ancient Cracker Tentacle
Large Monstrosity, Unaligned
Armour Class 19 (natural armour)
Hit Points 85 (9d10 + 36)
Speed 15 ft., swim 60 ft.
Actions
Multiattack. The tentacle makes three Slam attacks. It can replace
one of those attacks with a use of its Constrict or Toss Overboard.
Slam. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 15
(2d10 + 4) bludgeoning damage, and if the target is a Medium or
smaller creature, it’s grappled (escape DC 17). While grappling a
creature, the tentacle can’t use its Slam attack.
Constrict. The tentacle attempts to wrap itself around a creature it’s
grappling, which must succeed on a DC 17 Strength saving throw or
be restrained until the grapple ends. The restrained creature takes
11 (2d10) necrotic damage at the start of each of its turns as its body
is drained of moisture.
Toss Overboard. The tentacle attempts to fling a creature it’s grap-
pling, which must succeed on a DC 17 Strength saving throw or be
thrown up to 30 feet away where it lands prone. If a thrown creature
hits an obstacle or another creature, it stops and both the creature
and the thing it hit take 7 (2d6) bludgeoning damage.
Control: Helm
Armour Class 18
Hit Points 50
Move up to the speed of one of the ship’s sails, with one 90-degree
turn. If the helm is destroyed, the ship can’t turn.
Movement: Sails
Armour Class 12
Hit Points 100; -5 ft. speed per 25 damage taken
Speed (Water) 45 ft.; 15 ft. while sailing into the wind; 60 ft.
while sailing with the wind
30
Tamer Susheep
Level
Chef’s Special I
1 Prerequisite: become companion
“Here’s the menu…”
v
Growth I Aquatic Adaptation
3 Prerequisite: — Prerequisite: —
Chef’s Special IV
17 Prerequisite: Chef’s Special III
“...paired with a bottle of regret.”
32
Water Jet I Glutinous Rice
Prerequisite: 5th-level tamer Prerequisite: 13th-level tamer
Type: Active (action) Type: Passive (companion)
The susheep gains a ranged weapon attack: Water The rice coating the susheep becomes more difficult
Jet. The damage die of the Water Jet attack increases to penetrate. The susheep gains resistance to bludg-
with the die size specified in the susheep’s Growth eoning, piercing, and slashing damage from nonmagi-
improvements. cal attacks.
Water Jet. Ranged Weapon Attack: Str modifier + Chef’s Special IV
PB to hit, range 20/60 ft., one target. Hit: 1d4 + Str
modifier bludgeoning damage. Prerequisite: 17th-level tamer, Chef’s Special III
Type: Active (bonus action and reaction), Passive
Growth II (companion)
Prerequisite: 9th-level tamer, Growth I When the susheep’s tamer finishes a long rest, it can
Type: Passive (companion) choose two condiments to add to the susheep instead
of one. When the susheep uses a bonus action to im-
The susheep’s size increases to Medium, its Hit Die
bue its next attack with a condiment, the attack deals
size increases to a d8 (its hit point maximum conse-
an extra 5 (2d4) of one of the types associated with its
quently increases by 1 for each of its Hit Dice), and
condiments (tamer’s choice). When the susheep uses
the damage die of its attacks increases to a d8.
one of the reactions granted to it by its condiments, it
Water Jet II can’t use that reaction again until its tamer finishes a
short or long rest.
Prerequisite: 9th-level tamer, Water Jet I
Type: Active (action) In addition, the susheep has resistance to the dam-
age types associated with its condiments.
As an action, the susheep can spit out a thin jet of
highly pressurised water in a 100-foot line that is 5
feet wide. Each creature in the line must make a Dex-
terity saving throw, taking 21 (6d6) piercing dam-
age on a failure or half as much damage on a success.
Objects in the line also take this damage. Creatures
don’t benefit from cover thinner than 2 feet, as the jet
of water pierces straight through it. Once the susheep
uses this action, it can’t do so again until its tamer
finishes a long rest.
Once the susheep’s tamer reaches 13th level in the
tamer class, the damage increases to 28 (8d6).