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