THE SHARED REFERENCE Adventurer

Monster

Kraken

Official reference · XMM · 2024

Creature type
Monstrosity
Size
Gargantuan
Armor class
18
Hit points
481 (26d20 + 208)
Speed
Walk 30 ft., Swim 120 ft.
Challenge rating
23
Alignment
Chaotic Evil
Strength
30
Dexterity
11
Constitution
26
Intelligence
22
Wisdom
18
Charisma
20
Passive Perception
21
Initiative
+14
Saving Throws
str: +17; dex: +7; con: +15; wis: +11
Skills
history: +13; perception: +11
Senses
Truesight 120 ft.
Languages
understands Abyssal, Celestial, Infernal, and Primordial but can't speak; telepathy 120 ft.
Immunities
cold, lightning
Condition Immunities
frightened, grappled, paralyzed, restrained

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

Multiattack

The kraken makes two Tentacle attacks and uses Fling, Lightning Strike, or Swallow.

Tentacle

Melee Attack: +17, reach 30 ft. Hit: 24 (4d6 + 10) Bludgeoning damage. The target has the Grappled condition (escape DC 20) from one of ten tentacles, and it has the Restrained condition until the grapple ends.

Fling

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: 18 (4d8) Bludgeoning damage, and the target has the Prone condition. Success: Half damage only.

Lightning Strike

Dexterity Saving Throw: DC 23, one creature the kraken can see within 120 feet. Failure: 33 (6d10) Lightning damage. Success: Half damage.

Swallow

Dexterity Saving Throw: DC 25, one creature Grappled by the kraken (it can have up to four creatures swallowed at a time). Failure: 23 (3d8 + 10) Piercing damage. If the target is Large or smaller, it is swallowed and no longer Grappled. A swallowed creature has the Restrained condition, has Total Cover against attacks and other effects outside the kraken, and takes 24 (7d6) Acid damage 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.

Legendary action uses: 3 (4 in its lair). The creature can use one option at the end of another creature’s turn and regains spent uses at the start of its turn.

Legendary actions

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. Success or Failure: The kraken can't take this action again until the start of its next turn.

Regional effects

The region containing a kraken's lair is twisted by its presence, creating the following effects:

  • Ocean Tyrant: The kraken exerts its dominance over animals in its domain. All Beasts within 1 mile of the lair have the Charmed condition while in that area.
  • Sea and Storms: While in its lair, the kraken can cast Control Weather, requiring no spell components and using Intelligence as the spellcasting ability.

If the kraken dies or moves its lair elsewhere, these effects end immediately.

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