D&D 5e monster · SRD 5.2
Kraken
Gargantuan Monstrosity (Titan), Chaotic Evil
- Armor Class
- 18
- Hit Points
- 481 (26d20+208)
- Speed
- 30 ft., swim 120 ft.
- Initiative
- +14
- Challenge
- 23 (50000 XP)
- Proficiency Bonus
- +7
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 30+10 | 11+0 | 26+8 | 22+6 | 18+4 | 20+5 |
- Saving Throws:
- STR +17, DEX +7, CON +15, WIS +11
- Damage Immunities:
- cold, lightning
- Condition Immunities:
- frightened, grappled, paralyzed, restrained
- Senses:
- truesight 120 ft., Passive Perception 21
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 creature makes 2 attacks.
Tentacle. Melee Attack Roll: +17, reach 30 ft.. Hit: 4d6+10 bludgeoning damage, or grappled.
Legendary Actions
The creature can take 3 legendary actions, choosing from the options below — one at the end of another creature's turn. Spent actions are regained 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.