Ability Scores
Core attributes and their modifiers.
Overview
Movement
Senses
Saving Throws
Languages
understands Abyssal,Celestial,Infernal,and Primordial but can't speak,telepathy 120.0 ft (36.6 m).
Resistances & Immunities
Traits
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.
Legendary Resistance (3/Day)
If the kraken fails a save, it can choose to succeed instead.
Monstrosity Resilience
The kraken is resistant to exhaustion and to the frightened condition.
Siege Monster
The kraken deals double damage to objects and structures.
Actions
Bite
+17 to hit, reach 5 ft (1.5 m). Hit: 4d8+10 acid damage.
Melee Weapon Attack: +17 to hit, reach 5 ft., one target. Hit: 28 (4d8+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 24 CON save 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.
Ink Cloud
While underwater, the kraken expels an ink cloud in a 30-foot-radius centered on the kraken. The cloud spreads around corners, and the area is heavily obscured. Each creature in the area when it first appears must make a DC 22 CON save, taking 110 (20d10) poison damage on a failed save, or half as much damage on a successful one. A creature that enters the ink cloud for the first time on a turn or starts its turn there must succeed on a DC 22 CON save or take 11 (2d10) poison damage and be poisoned until the start of its next turn. The cloud lasts for 1 minute or until dispersed by a strong current.
Lightning Storm (Costs 2 Actions)
The kraken magically calls bolts of lightning to strike up to two creatures it can see or sense within 120 feet of it. Each creature must make a DC 22 DEX save, taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one.
Multiattack
The kraken makes three Tentacle attacks. It can replace one Tentacle attack with a Bite attack.
Tentacle
+17 to hit, reach 30 ft (9.1 m). Hit: 4d6+10 bludgeoning damage.
Melee Weapon Attack: +17 to hit, reach 30 ft., one target. Hit: 24 (4d6+10) bludgeoning damage, and the target is grappled (escape DC 22). Until this grapple ends, the target is restrained. The kraken has ten tentacles, each of which can grapple one target.
Bonus Actions
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 22 DEX save or take the same damage and be knocked prone.
Reel
The kraken pulls up to two creatures grappled by it up to 25 feet straight toward it.
Legendary Actions
Lightning Storm
The kraken magically calls bolts of lightning to strike up to two creatures it can see or sense within 120 feet of it. Each creature must make a DC 22 DEX save, taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one.
Swim
The kraken swims up to half its swimming speed without provoking opportunity attacks.
Tentacle Attack
The kraken makes one Tentacle attack.
About Kraken
Kraken is a gargantuan monstrosity with a Challenge Rating of 23. It has a chaotic evil alignment.
In combat, this creature maintains an Armor Class of 18 and possesses 475 hit points (derived from None).
Kraken has communication capabilities including understands Abyssal,Celestial,Infernal,and 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:
-
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.
-
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.
-
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:
-
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.
-
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.
-
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 23.
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: 55,200 XP
- Hard: 82,800 XP
- Deadly: 110,400 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 23, making it appropriate for parties of level 23.0.
- 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 Abyssal,Celestial,Infernal,and Primordial but can't speak,telepathy 120 ft..
Related D&D 5e Content
Related D&D 5e Content
Explore more about monstrosity creatures and D&D 5e mechanics:
Related Creatures
Ancient White Dragon
Dragon · CR 22
Ancient Amethyst Dragon
Dragon · CR 23
Ancient Green Dragon
Dragon · CR 24
Ancient Earth Dragon
Dragon · CR 24
Aklea
Celestial · CR 22
Ancient River Dragon
Dragon · CR 23