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
STRDEXCONINTWISCHA
30+1011+026+822+618+420+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.

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