Stat block in English
Kraken token

Kraken

2014

Gargantuan monstrosity, Chaotic Evil


Armor Class 18

Hit Points 472 ()

Speed 20 ft., swim 60 ft.

Initiative


STR
30
DEX
11
CON
25
INT
22
WIS
18
CHA
20

Saving Throws STR +17, DEX +7, CON +14, INT +13, WIS +11

Damage Immunities lightning; bludgeoning, piercing, slashing from nonmagical attacks

Condition Immunities frightened; paralyzed

Senses truesight 120 ft., passive Perception 14

Languages Abyssal, Celestial, Infernal, Primordial, telepathy 120 ft. but can't speak

Challenge 23 (50,000 XP)


Amphibious. The kraken can breathe air and water.

Freedom of Movement. The kraken ignores difficult terrain, and magical effects can't reduce its speed or cause it to be restrained. It can spend 5 feet of movement to escape from nonmagical restraints or being grappled.

Siege Monster. The kraken deals double damage to objects and structures.


Actions

Multiattack. The kraken makes three tentacle attacks, each of which it can replace with one use of Fling.

Bite. Melee Weapon Attack: , reach 5 ft., one target. piercing damage. If the target is a Large or smaller creature grappled by the kraken, that creature is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has Cover against attacks and other effects outside the kraken, and it takes acid damage at the start of each of the kraken's 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, which fall prone in a space within 10 feet of the kraken. If the kraken dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone.

Tentacle. Melee Weapon Attack: , reach 30 ft., one target. bludgeoning damage, and the target is grappled (escape DC 18). Until this grapple ends, the target is restrained. The kraken has ten tentacles, each of which can grapple one target.

Fling. One Large or smaller object held or creature grappled by the kraken is thrown up to 60 feet in a random direction and knocked prone. If a thrown target strikes a solid surface, the target takes bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 18 Dexterity saving throw or take the same damage and be knocked prone.

Lightning Storm. The kraken magically creates three bolts of lightning, each of which can strike a target the kraken can see within 120 feet of it. A target must make a DC 23 Dexterity saving throw, taking lightning damage on a failed save, or half as much damage on a successful one.


Legendary Actions

Tentacle Attack or Fling. The kraken makes one tentacle attack or uses its Fling.

Lightning Storm (Costs 2 Actions). The kraken uses Lightning Storm.

Ink Cloud (Costs 3 Actions). While underwater, the kraken expels an ink cloud in a 60-foot radius. The cloud spreads around corners, and that area is heavily obscured to creatures other than the kraken. Each creature other than the kraken that ends its turn there must succeed on a DC 23 Constitution saving throw, taking poison damage on a failed save, or half as much damage on a successful one. A strong current disperses the cloud, which otherwise disappears at the end of the kraken's next turn.


Lair Actions

On initiative count 20 (losing initiative ties), the kraken takes a lair action to cause one of the following effects; the kraken can't use the same effect two rounds in a row:

Strong Current. A strong current moves through the kraken's lair. Each creature within 60 feet of the kraken must succeed on a DC 23 Strength saving throw or be pushed up to 60 feet away from the kraken. On a success, the creature is pushed 10 feet away from the kraken.

Lightning Storm. Creatures in the water within 60 feet of the kraken have vulnerability to lightning damage until initiative count 20 on the next round.

Water Arm. The water in the kraken's lair becomes electrically charged. All creatures within 120 feet of the kraken must succeed on a DC 23 Constitution saving throw, taking lightning damage on a failed save, or half as much damage on a successful one.


Regional Effects

The region containing a kraken's lair is warped by the creature's blasphemous presence, creating the following magical effects: When the kraken dies, all these regional effects fade immediately.

Weather Control. The kraken can alter the weather at will in a 6-mile radius centered on its lair. The effect is otherwise identical to the control weather spell.

Aquatic Creatures. Water elementals coalesce within 6 miles of the lair. These elementals can't leave the water and have Intelligence and Charisma scores of 1 (-5).

Underwater Visibility. The kraken can sense the thoughts of any creature that is in water within 6 miles of the kraken's lair. It can also affect such creatures with its Telepathy trait.

About Kraken

The kraken is a god of the deep — an ancient, tentacled horror of tremendous intelligence and catastrophic power that has sunk fleets, destroyed coastlines, and established cults of worshippers among desperate sailors and deep-sea communities.

  • Legendary Actions allow it to attack up to three additional times outside its turn — combined with Multiattack, it can strike six or more times in a round.
  • Tentacle attacks Grapple and Restrain targets — held creatures are then flung or swallowed.
  • Lightning Storm (recharge 5–6) deals 3d6 lightning to up to 6 creatures with no saving throw.

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