SRD 5.2 SRD 5.2.1 (current printing)

SRD 5.1 SRD 5.1

Kraken

Gargantuan Monstrosity, Chaotic Evil

AC 18 (natural armor)

Initiative +14

HP 481 (26d20 + 208)

Speed 30 ft., swim 120 ft., climb 15 ft., crawl 15 ft.

STR DEX CON INT WIS CHA
Score
Save
Skills
,
Immunities
Cold, Lightning
Condition Immunities
Frightened, Grappled, Paralyzed, Restrained
Senses
passive Perception 21, truesight 120 ft.
Languages
Understands Abyssal, Celestial, Infernal, And Primordial but can't speak; telepathy 120 ft.
CR
23 (50,000 XP)

Traits

Amphibious. The kraken can breathe air and water.
Legendary Resistance (4/Day, or 5/Day in Lair). If the kraken fails a saving throw, it can choose to succeed instead.
Siege Monster. The kraken deals double damage to objects and structures.

Actions

The kraken throws a Large or smaller creature Grappled by it to a space it can see within 60 feet of itself that isn't in the air. Dexterity Saving Throw: DC 25, the creature thrown and each creature in the destination space. Failure: , and the target has the Prone condition. Success: Half damage only.
Dexterity Saving Throw: DC 23, one creature the kraken can see within 120 feet. Failure: . Success: Half damage.
The kraken makes two Tentacle attacks and uses Fling, Lightning Strike, or Swallow.
Dexterity Saving Throw: DC 25, one creature Grappled by the kraken (it can have up to four creatures swallowed at a time). Failure: . If the target is Large or smaller, it is swallowed and no longer Grappled. A swallowed creature has the Restrained condition, has Cover|XPHB|Total Cover against attacks and other effects outside the kraken, and takes at the start of each of its 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, each of which falls in a space within 10 feet of the kraken with the Prone condition. If the kraken dies, any swallowed creature no longer has the Restrained condition and can escape from the corpse using 15 feet of movement, exiting Prone.
Melee Attack Roll: , reach 30 ft. . The target has the Grappled condition (escape DC 20) from one of ten tentacles, and it has the Restrained condition until the grapple ends.

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.
Storm Bolt. The kraken uses Lightning Strike.
Toxic Ink. Constitution Saving Throw: DC 23, each creature in a 15-foot Emanation originating from the kraken while it is underwater. Failure: The target has the Blinded and Poisoned conditions until the end of the kraken's next turn. The kraken then moves up to its Speed. Failure or Success: The kraken can't take this action again until the start of its 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

Official miniatures

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

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