Ability Scores
Core attributes and their modifiers.
Overview
Movement
Senses
Saving Throws
Languages
understands Primordial but can't speak, telepathy 120.0 ft (36.6 m).
Resistances & Immunities
Traits
Immortal Nature
The kraken doesnt require air, sustenance, or sleep.
Legendary Resistance (3/Day)
If the kraken fails a saving throw, it can choose to succeed instead. When it does so, it can use its reaction, if available, to attack with its tentacle.
Magic Resistance
The kraken has advantage on saving throws against spells and magical effects.
Siege Monster
The kraken deals double damage to objects and structures.
Actions
Bite
+18 to hit, reach 5 ft (1.5 m). Hit: 4d12+10 acid damage.
Melee Weapon Attack: +18 to hit, reach 5 ft., one target. Hit: 36 (4d12 + 10) piercing damage. If the target is a Huge or smaller creature grappled by the kraken the target is swallowed. A swallowed creature is blinded and restrained its Speed is 0 it has total cover from attacks from outside the kraken and it takes 42 (12d6) acid damage at the start of each of the krakens turns.
If a swallowed creature deals 50 or more damage to the kraken in a single turn, or if the kraken dies, the kraken vomits up the creature
Ink Cloud
While underwater the kraken exudes a cloud of ink in a 90-foot-radius sphere. The ink extends around corners and the area is heavily obscured until the end of the krakens next turn or until a strong current dissipates the cloud. Each non-kraken creature in the area when the cloud appears makes a DC 24 Constitution saving throw. On a failure it takes 27 (5d10) poison damage and is poisoned for 1 minute. On a success it takes half damage. A poisoned creature can repeat the saving throw at the end of each of its turns. ending the effect on a success.
Lightning
If the kraken is outside and the weather is stormy three lightning bolts crack down from the sky each of which strikes a different target within 120 feet of the kraken. A target makes a DC 24 Dexterity saving throw taking 28 (8d6) lightning damage or half damage on a save.
Summon Storm
Over the next 10 minutes storm clouds magically gather. At the end of 10 minutes a storm rages for 1 hour in a 5-mile radius.
Legendary Actions
Fling
The kraken uses Fling.
Squeeze
The kraken ends any magical effect that is restraining it or reducing its movement and then swims up to half its swim speed without provoking opportunity attacks. During this movement, it can fit through gaps as narrow as 10 feet wide without squeezing.
Tentacle
+18 to hit, reach 30 ft (9.1 m). Hit: 4d8+10 bludgeoning damage.
The kraken makes one tentacle attack.
The kraken can take 3 legendary actions
Only one legendary action can be used at a time and only at the end of another creatures turn. It regains spent legendary actions at the start of its turn.
About Kraken
Kraken is a gargantuan monstrosity with a Challenge Rating of 25. It has a chaotic evil alignment.
In combat, this creature maintains an Armor Class of 20 and possesses 444 hit points (derived from 24d20+192).
Kraken has communication capabilities including understands Primordial but can't speak, telepathy 120 ft.. This allows it to interact verbally with various creatures and characters.
GM Tips: Using Kraken
3 tips available
GM Tips: Using Kraken
When using Kraken in your D&D 5e campaign, consider these tactical approaches:
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Aquatic Combat: This creature can swim at 60 ft. It has advantage in water environments. Consider fighting on land or using water-based spells against it.
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Lightning Damage Awareness: Lightning attacks often have long range and high speed. Advise players to use cover and avoid metal armor/weapons. Water surfaces amplify lightning damage - avoid fighting near water.
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Telepathic Communication: This creature can communicate telepathically, making it excellent for coordination with allies. Silence spells won't stop its communication. Consider 'Mind Blank' or abilities that block telepathy.
Player Guide: Facing Kraken
3 strategies available
Player Guide: Facing Kraken
When your party encounters this creature, keep these strategies in mind:
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Aquatic Combat Defense: This creature can swim at 60 ft! It has advantage in water. Fight on land if possible. Use 'Control Water' or drain water sources to limit its mobility.
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Lightning Damage Protection: This creature deals lightning damage! Avoid metal armor and weapons. Use cover and avoid water surfaces. 'Iron Skin' or 'Protection from Energy' can help.
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Telepathy Awareness: This creature communicates telepathically! It can coordinate with allies silently. Silence won't stop it. Use 'Mind Blank' or abilities that block telepathy. Be cautious of mental attacks.
Encounter Building Calculator
Encounter Building Calculator
Standard Party Encounter (4-5 characters):
This creature is a medium encounter for a party of 4 characters of level 25.
High-Level Solo Encounter:
This creature is too powerful for a single level-20 character. You need 3.0 character(s) at maximum level (20) to face this creature.
Experience Point Thresholds:
- Medium: 65,000 XP
- Hard: 97,500 XP
- Deadly: 130,000 XP
Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.
Frequently Asked Questions
Frequently Asked Questions
- What is the challenge rating of Kraken?
- Kraken has a Challenge Rating of 25, making it appropriate for parties of level 25.0.
- What type of creature is Kraken?
- Kraken is a Gargantuan Monstrosity, which affects how certain spells and abilities interact with it.
- What languages does Kraken speak?
- Kraken can communicate in understands Primordial but can't speak, telepathy 120 ft..
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