SRD 5.1 SRD 5.1 (current printing)

SRD 5.2 SRD 5.2.1

Kraken

Gargantuan Monstrosity, Chaotic Evil

Armor Class 18 (natural)

Hit Points 472 (27d20 + 189)

Speed 20 ft., swim 60 ft.

STR DEX CON INT WIS CHA
() () () () () ()
Saving Throws
, , , ,
Damage Immunities
Lightning
Condition Immunities
Frightened, Paralyzed
Senses
truesight 120 ft., passive perception 14
Languages
understands Abyssal, Celestial, Infernal, and Primordial but can't speak, telepathy 120 ft.
Challenge
23 (50,000 XP)

Traits

Amphibious. The kraken can breathe air and water.
Freedom of Movement. The kraken ignores difficult terrain, and magical effects can't reduce its speed or cause it to be restrained. It can spend 5 feet of movement to escape from nonmagical restraints or being grappled.
Siege Monster. The kraken deals double damage to objects and structures.

Actions

The kraken makes three tentacle attacks, each of which it can replace with one use of Fling.
Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: . If the target is a Large or smaller creature grappled by the kraken, 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 kraken, and it takes at the start of each of the kraken's turns. If the kraken takes 50 damage or more on a single turn from a creature inside it, the kraken 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 kraken. If the kraken dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone.
Melee Weapon Attack: to hit, reach 30 ft., one target. Hit: , and the target is grappled (escape DC 18). Until this grapple ends, the target is restrained. The kraken has ten tentacles, each of which can grapple one target.
One Large or smaller object held or creature grappled by the kraken is thrown up to 60 feet in a random direction and knocked prone. If a thrown target strikes a solid surface, the target takes 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.
The kraken magically creates three bolts of lightning, each of which can strike a target the kraken can see within 120 feet of it. A target must make a DC 23 Dexterity saving throw, taking on a failed save, or half as much damage on a successful one.

Legendary Actions

3 Legendary Actions Kraken 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. Kraken regains spent Legendary Actions at the start of its turn.
Tentacle Attack or Fling. The kraken makes one tentacle attack or uses its Fling.
Lightning Storm (Costs 2 Actions). The kraken uses Lightning Storm.
Ink Cloud (Costs 3 Actions). While underwater, the kraken expels an ink cloud in a 60-foot radius. The cloud spreads around corners, and that area is heavily obscured to creatures other than the kraken. Each creature other than the kraken that ends its turn there must succeed on a DC 23 Constitution saving throw, taking on a failed save, or half as much damage on a successful one. A strong current disperses the cloud, which otherwise disappears at the end of the kraken's next turn.

DM Options: Monster Talents adds Talents to this creature. View

Monster Weaknesses adds Weaknesses to this creature. View

The Monsters Know What They're Doing adds Tactics to this creature. View

Monster Loot: Monster Manual adds Loot to this creature. View

Creature Harvest Index: Monstrosities adds Loot to this creature. View

Monster Loot: Phandelver and Below: The Shattered Obelisk adds Loot to this creature. View

Monster Loot: Storm King's Thunder adds Loot to this creature. View

Official miniatures

Pre-painted minis of this creature, catalogued from minisgallery.com.

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