THE SHARED REFERENCE Adventurer

Monster

Kraken

Outside your table’s allowed sources

Official reference · PSZ · 2014

Creature type
Monstrosity
Size
Huge
Armor class
16 (natural armor)
Hit points
230 (20d12 + 100)
Speed
Walk 30 ft., Swim 50 ft.
Challenge rating
13
Alignment
Chaotic Evil
Strength
29
Dexterity
14
Constitution
20
Intelligence
16
Wisdom
18
Charisma
18
Passive Perception
19
Skills
athletics: +14; perception: +9
Senses
darkvision 120 ft.
Languages
Common
Resistances
cold
Immunities
lightning, thunder

Traits

Amphibious

The kraken can breathe air and water.

Actions

Multiattack

The kraken makes two attacks: one with its claw and one with its tentacles.

Claw

Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 30 (6d6 + 9) slashing damage.

Tentacles

Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 30 (6d6 + 9) bludgeoning damage, and the target is grappled (escape DC 17). Until this grapple ends, the target is restrained.

Lightning Strike (Recharge 5–6)

The kraken hurls a magical lightning bolt at a point it can see within 500 feet of it. Each creature within 10 feet of that point must make a DC 17 Dexterity saving throw, taking 54 (12d8) lightning damage on a failed save, or half as much damage on a successful one.

Innate Spellcasting

The kraken's innate spellcasting ability is Charisma (spell save DC 17). The kraken can innately cast the following spells, requiring no components:

3/day each: control weather, water breathing

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