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.
Multiattack. The kraken makes three tentacle attacks, each of which it can replace with one use of Fling.
Bite. Melee Weapon Attack: +17 to hit, reach 5 ft., one target. Hit: 23 (3d8 + 10) 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 total cover against attacks and other effects outside the kraken, and it takes 42 (12d6) 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: +17 to hit, reach 30 ft., one target. Hit: 20 (3d6 + 10) 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 3 (1d6) 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 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one.
The kraken can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The kraken regains spent legendary actions at the start of its turn.
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 16 (3d10) 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.
A Kraken’s Lair
A kraken lives in dark depths, usually a sunken rift or a cavern filled with detritus, treasure, and wrecked ships.
Lair Actions
On initiative count 20 (losing initiative ties), the kraken takes a lair action to cause one of the following magical effects:
- 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.
- Creatures in the water within 60 feet of the kraken have vulnerability to lightning damage until initiative count 20 on the next round.
- 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 10 (3d6) 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:
- The kraken can alter the weather at will in a 6-mile radius centered on its lair. The effect is identical to the control weather spell.
- 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).
- Aquatic creatures within 6 miles of the lair that have an Intelligence score of 2 or lower are charmed by the kraken and aggressive toward intruders in the area.
When the kraken dies, all of these regional effects fade immediately.
Lol how would you say it then?
K-rake-n.
Krake-n.
K-raken.
Kraken!
lolz easy
Or just have it learn fly. It’s got 22 INT, more than enough to get levels in wizard.
Let's hope none of these are owned by Davey Jones. Then Jack Sparrow would be eaten and be fine with it.
eyelander must be used
My party was in the infinite staircase in a town built on a large landing. We went to a tavern to guard it to earn the plane walkers' trust. A water genasi-looking person came in wearing a necklace... that promptly fell off because the tavern was cursed and she turned out to be a kraken. :P But we solved the problem by giving her back the necklace. So that goes to show the weird possibilities of this thing.
Does anyone else think that the Fling ability shouldn't be "the kraken throws in a random direction"? I feel like a creature with INT 22 should be able to make some great throws, such as throwing an adventurer at his or her companion to silence them both. D'you get what I mean?
Jesus this thing could eat the Tarrasque whole
Okay maybe not whole but damn its enormous
Could you banish a kraken? I'm mainly asking because I know my table's DM wants to throw it at us sooner rather than later (heck he threw a dragon at us for the first encounter), but we are only level 5, its maxed out health for players and monsters so I'm just trying to think of solutions. Any help would be appriciated
I came here after watching Puffin Forest's story about how a Kraken is not immune to Polymorph. So yes, he can in fact be turned into a cat.
So a question that came up last night... Kraken attempts to leave range and someone with Sentinel hits it. In theory that reduces movement to zero. Freedom of movement specifies Magical Effects. Sooo... does Sentinel stop a Kraken? Yes I know it's kind of ridiculous but it was a thing ;)
What level of 4 pcs would you recommend to fight a kraken?
Just based on the image included on this page I would guess somewhere around 110ft x 500ft. it looks like there are two great white sharks for scale which have an average length of around 14ft.
who would win? two krakens or Tarrasque?
Lol
aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa
This thing is easier to hurt (by virtue of AC) than a sahuagin blademaster.
Anyway, in a campaign I'm working on, the party will possibly encounter one of these, who wants them to become its warlocks. The other possibility is that of a spellcasting dragon turtle giving them a similar offer. Should be interesting.
What is the L symbol beside the name?
Tarrasque on land, Krakens in water. Krakens have a measly 20 foot speed on land, meaning your character can outrun them, while Tarrasque has 40 feet. In water, though, Kraken can do a ton more and the Tarrasque can't swim.