The water in the kraken's lair becomes electrically charged. All creatures within 120 feet of the kraken must succeed on a DC 23 Fortitude roll, taking 10 (3d6) lightning damage on a failed save, or half as much damage on a successful one.
Water convulses, flashing with jagged veins of blue-white light. The charge surges outward, crackling through the depths. Limbs jerk, muscles seize—every drop a conduit for the raw, biting force racing through the currents.
# | Type | Name |
---|---|---|
1 | Lair | Kraken Lair |