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Quacken Stat Blocks

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1K views8 pages

Quacken Stat Blocks

Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Quacken

If it looks like a duck, swims like a duck, and quacks like a duck… it might be the ultimate
eldritch abomination. To any who call the sea home, from grizzled pirate king to tranquil
merfolk, the quacken is the embodiment of horror—a greater terror than any other being that
dwells in deep waters. Far from the breathtaking elegance of leviathans, water dragons, or
krakens, the quacken is ugly and graceless, an alien monster that tears through the ocean
on writhing, tentacled flippers. In flight, it claws through the air as a living typhoon, its
shrieking honks echoing across miles of open water, announcing the oncoming catastrophe
like the knelling of church bells. All beings wise enough to recognise that sound know well to
fear it.

Fortunately, quackens dwell in the relative solitude of the Water Plane, and rarely plunge
through the ethereal void to torment others… except when the time comes to lay their eggs.
Quacken eggs must be hatched on dry land, prompting quackens to cross into the material
world and nest near a body of freshwater to lay offspring. The fiercely protective adult will
then devour any creatures in the area, often displacing entire communities and hunting local
creatures to absolute extinction.

Groups of adventurers are sometimes hired to battle these nightmarish fowl, but provoking
the temper of a quacken is a fool’s errand— the astronomical death rate of these
endeavours speaks for itself. Most victims of a quacken incursion simply resign themselves
to fleeing the continent and waiting out the year-long incubation period, after which the
quacken and its young return to the Elemental Plane of Water—in orderly single file, of
course.

Quacken
Gargantuan Monstrosity (Titan), Neutral Evil

Armour Class 20 (natural armour)


Hit Points 495 (30d20 + 180)
Speed 20 ft., fly 60 ft., swim 60 ft.

STR DEX CON INT WIS CHA

30 (+10) 15 (+2) 23 (+6) 17 (+3) 18 (+4) 18 (+4)

Saving Throws Dex +10, Con +14, Wis +12, Cha +12
Damage Resistances cold, lightning
Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks
Senses truesight 120 ft., passive Perception 14
Languages Abyssal, Aquan, Auran, telepathy 120 ft. but can’t speak
Challenge 25 (75,000 XP) Proficiency Bonus +8

Amphibious. The quacken can breathe air and water.

Legendary Resistance (3/Day). If the quacken fails a saving throw, it can choose to succeed
instead.

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

Tentaclaws. The quacken has six tentaclaws. A quacken’s tentaclaw has its own stat block, but
shares the quacken’s senses and can’t act independently from the quacken. The quacken
commands and moves its tentaclaws on its turn, according to its Multiattack action. A tentaclaw
can’t be more than 40 feet away from the quacken, and if the quacken moving would result in a
tentaclaw being beyond this range, the tentaclaw moves with the quacken. If a quacken’s tentaclaw
is reduced to 0 hit points, it separates from the quacken and goes inert. If the quacken is reduced to
0 hit points, all its tentaclaws are reduced to 0 hit points as well. The quacken regrows all lost
tentaclaws when it finishes a long rest.

Actions
Multiattack. The quacken can use its Eldritch Quack and its Typhoon, if available. It then has up
to three of its tentaclaws each move up to its speed and make a single Slam attack or Fling each. It
can replace one of these tentaclaw actions with a use of its Maw instead.

Maw. Melee Weapon Attack: +18 to hit, reach 5 ft., one target. Hit: 23 (3d8 + 10) piercing
damage. Until this grapple ends, the target is restrained. If the target is a Large or smaller creature
grappled by the quacken, 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
quacken, and it takes 42 (12d6) acid damage at the start of each of the quacken's turns.

If the quacken takes 50 damage or more on a single turn from a creature inside it, the
quacken 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 quacken. If
the quacken dies, a swallowed creature is no longer restrained by it and can escape from the corpse
using 15 feet of movement, exiting prone.
Eldritch Quack. The quacken releases a thunderous quack that is equal parts mind-rending and
oddly adorable. Each creature of the quacken’s choice within 120 feet of it that can hear it must
make a DC 23 Wisdom saving throw. On a failed save, a creature takes 13 (3d8) psychic damage
and is charmed by the quacken and its tentaclaws for 1 minute, or until the quacken or one of its
tentaclaws does anything harmful to it. On a successful save, a creature takes half as much damage
and isn’t charmed. A charmed creature can repeat the saving throw at the end of each of its turns,
ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for
it, the creature can’t be charmed by the quacken’s Eldritch Quack for the next 24 hours.

Typhoon (Recharge 5-6). The quacken flaps its wings, creating a column of wind and lightning
in a 5-foot-radius, 30-foot-high cylinder centred on a point within 30 feet of it. Each creature
within 10 feet of the cylinder must make a DC 23 Strength saving throw. This saving throw is
made with disadvantage if a creature is within the space of the cylinder. On a failed save, a
creature takes 10 (3d6) bludgeoning damage, plus 10 (3d6) cold damage, plus 10 (3d6) lightning
damage, is pulled to the top of the cylinder, and then thrown 30 feet horizontally in a random
direction. On a successful save, a creature takes half as much damage and isn’t moved.

Bonus Actions
Regenerate. If the quacken has fewer than six tentaclaws, it can choose to take 75 necrotic
damage, which can’t be reduced or prevented in any way. A new tentaclaw then grows from its
body, appearing with 75 hit points in an unoccupied space within 5 feet of the quacken.

Reactions
Off a Duck’s Back. When the quacken takes damage, it can choose to roll a d6. On a roll of 5 or
higher, the quacken takes no damage instead.

Legendary Actions
The quacken 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 quacken
regains spent legendary actions at the start of its turn.

Tentaclaw. The quacken has one of its tentaclaws move up to its speed and make a Slam attack or
use its Fling.

Wing Attack (Costs 2 Actions). The quacken beats its wings. Each creature within 10 feet of
the quacken must succeed on a DC 22 Dexterity saving throw or take 17 (2d6 + 10)
bludgeoning damage and be knocked prone. The quacken can then fly or swim up to half its flying
or swimming speed.
Tentaclaw Snapback (Costs 3 Actions). Each of the quacken’s tentaclaws moves up to 40 feet in
a straight line towards the kraken, moving through other creatures’ spaces as it does so. When a
tentaclaw moves into a creature’s space, that creature must make a DC 23 Dexterity saving
throw. On a failed save, a creature takes 20 (3d6 + 10) bludgeoning damage and is pulled by the
tentaclaw to an unoccupied space within 5 feet of the quacken. On a successful save, a creature
takes half as much damage and moves to an unoccupied space of its choice within 5 feet of the
tentaclaw.

Quacken Tentaclaw
Huge Monstrosity (Titan), Neutral Evil

Armour Class 18 (natural armour)


Hit Points 75 (6d12 + 36)
Speed 20 ft., fly 60 ft., swim 60 ft.

STR DEX CON INT WIS CHA

30 (+10) 15 (+2) 23 (+6) 17 (+3) 18 (+4) 18 (+4)

Saving Throws Dex +10, Con +14, Wis +12, Cha +12
Damage Resistances cold, lightning
Damage Immunities psychic; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities blinded, charmed, deafened, frightened, incapacitated, petrified,
poisoned, stunned
Senses see Body Part trait
Languages —
Challenge — Proficiency Bonus +8

Body Part. The tentaclaw is part of the quacken, shares its senses, and can’t exist or act
independently from it. The tentaclaw acts on the quacken’s turn, and doesn’t move or take actions
unless commanded by the quacken. A tentaclaw can’t be more than 40 feet away from the
quacken, and if the quacken moving would result in a tentaclaw being beyond this range, the
tentaclaw moves with the quacken. If a quacken’s tentaclaw is reduced to 0 hit points, it separates
from the quacken and goes inert. If the quacken is reduced to 0 hit points, the tentaclaw is reduced
to 0 hit points as well.
Condition Sharing. If the quacken is blinded, charmed, deafened, frightened, incapacitated,
petrified, poisoned, or stunned, the tentaclaw gains that condition as well, losing its immunity for
the duration.

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

Actions
Slam. Melee Weapon Attack: +18 to hit, reach 30 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.

Fling. One Large or smaller object held or creature grappled by the quacken 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.

Juvenile Quacken
Huge Monstrosity (Titan), Neutral Evil

Armour Class 18 (natural armour)


Hit Points 210 (20d12 + 80)
Speed 20 ft., fly 60 ft., swim 60 ft.

STR DEX CON INT WIS CHA

19 (+4) 15 (+2) 18 (+4) 14 (+2) 16 (+3) 16 (+3)

Saving Throws Dex +10, Wis +12, Cha +12


Damage Resistances cold, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
Senses truesight 30 ft., passive Perception 14
Languages Abyssal, Aquan, Auran, telepathy 120 ft. but can’t speak
Challenge 15 (13,000 XP) Proficiency Bonus +5
Amphibious. The quacken can breathe air and water.

Legendary Resistance (3/Day). If the quacken fails a saving throw, it can choose to succeed
instead.

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

Tentaclaws. The quacken has six tentaclaws. A quacken’s tentaclaw has its own stat block, but
shares the quacken’s senses and can’t act independently from the quacken. The quacken
commands and moves its tentaclaws on its turn, according to its Multiattack action. A tentaclaw
can’t be more than 30 feet away from the quacken, and if the quacken moving would result in a
tentaclaw being beyond this range, the tentaclaw moves with the quacken. If a quacken’s tentaclaw
is reduced to 0 hit points, it separates from the quacken and goes inert. If the quacken is reduced to
0 hit points, all its tentaclaws are reduced to 0 hit points as well. The quacken regrows all lost
tentaclaws when it finishes a long rest.

Actions
Multiattack. The quacken has up to three of its tentaclaws each move up to its speed and make a
single Slam attack or Fling each. It can replace one of these tentaclaw actions with a use of its Maw
instead.

Maw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.
Until this grapple ends, the target is restrained. If the target is a Large or smaller creature grappled
by the quacken, 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 quacken,
and it takes 28 (8d6) acid damage at the start of each of the quacken's turns.
If the quacken takes 30 damage or more on a single turn from a creature inside it, the
quacken must succeed on a DC 20 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 quacken. If
the quacken dies, a swallowed creature is no longer restrained by it and can escape from the corpse
using 15 feet of movement, exiting prone.

Typhoon (Recharge 5-6). The quacken flaps its wings, creating a column of wind and lightning
in a 5-foot-radius, 30-foot-high cylinder centred on a point within 30 feet of it. Each creature
within 10 feet of the cylinder must make a DC 17 Strength saving throw. This saving throw is
made with disadvantage if a creature is within the space of the cylinder. On a failed save, a
creature takes 10 (3d6) bludgeoning damage, plus 10 (3d6) cold damage, plus 10 (3d6) lightning
damage, is pulled to the top of the cylinder, and then thrown 30 feet horizontally in a random
direction. On a successful save, a creature takes half as much damage and isn’t moved.

Bonus Actions
Regenerate. If the quacken has fewer than six tentaclaws, it can take 50 necrotic damage, which
can’t be reduced or prevented in any way. A new tentaclaw then grows from its body, appearing
with 50 hit points in an unoccupied space within 5 feet of the quacken.

Legendary Actions
The quacken 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 quacken
regains spent legendary actions at the start of its turn.

Tentaclaw. The quacken has one of its tentaclaws move up to its speed and make a Slam attack or
use its Fling.

Wing Attack (Costs 2 Actions). The quacken beats its wings. Each creature within 10 feet of
the quacken must succeed on a DC 17 Dexterity saving throw or take 11 (2d6 + 4)
bludgeoning damage and be knocked prone. The quacken can then fly or swim up to half its flying
or swimming speed.

Tentaclaw Snapback (Costs 3 Actions). Each of the quacken’s tentaclaws moves up to 30 feet in
a straight line towards the kraken, moving through other creatures’ spaces as it does so. When a
tentaclaw moves into a creature’s space, that creature must make a DC 17 Dexterity saving
throw. On a failed save, a creature takes 11 (2d6 + 4) bludgeoning damage and is pulled by the
tentaclaw to an unoccupied space within 5 feet of the quacken. On a successful save, a creature
takes half as much damage and moves to an unoccupied space of its choice within 5 feet of the
tentaclaw.

Juvenile Quacken Tentaclaw


Large Monstrosity (Titan), Neutral Evil

Armour Class 16 (natural armour)


Hit Points 57 (6d10 + 24)
Speed 20 ft., fly 60 ft., swim 60 ft.
STR DEX CON INT WIS CHA

19 (+4) 15 (+2) 18 (+4) 14 (+2) 16 (+3) 16 (+3)

Saving Throws Dex +10, Wis +12, Cha +12


Damage Resistances cold, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities blinded, charmed, deafened, frightened, incapacitated, petrified,
poisoned, stunned
Senses see Body Part trait
Languages —
Challenge — Proficiency Bonus +5

Body Part. The tentaclaw is part of the quacken, shares its senses, and can’t exist or act
independently from it. The tentaclaw acts on the quacken’s turn, and doesn’t move or take actions
unless commanded by the quacken. A tentaclaw can’t be more than 30 feet away from the
quacken, and if the quacken moving would result in a tentaclaw being beyond this range, the
tentaclaw moves with the quacken. If a quacken’s tentaclaw is reduced to 0 hit points, it separates
from the quacken and goes inert. If the quacken is reduced to 0 hit points, the tentaclaw is reduced
to 0 hit points as well.

Condition Sharing. If the quacken is blinded, charmed, deafened, frightened, incapacitated,


petrified, poisoned, or stunned, the tentaclaw gains that condition as well, losing its immunity for
the duration.

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

Actions
Slam. Melee Weapon Attack: +9 to hit, reach 30 ft., one target. Hit: 11 (2d6 + 4) bludgeoning
damage, and the target is grappled (escape DC 17). Until this grapple ends, the target is
restrained.

Fling. One Large or smaller object held or creature grappled by the quacken 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 17 Dexterity saving throw or take the
same damage and be knocked prone.

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