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Kraken

Gargantuan · Monstrosity · CR 23 · Chaotic Evil

Source. Black Flag SRD
Armor Class
18 (natural armor)
Hit Points and Hit Dice
475
Challenge Rating CR
23

Ability Scores

Core attributes and their modifiers.

STR
44
+17
DEX
24
+7
CON
38
+14
INT
36
+13
WIS
32
+11
CHA
20
+5

Overview

Category Monsters
Size Gargantuan
Type Monstrosity
Alignment Chaotic Evil
XP 50000
Initiative Bonus +7

Movement

Walk 20 ft (6.1 m)
Swim 60 ft (18.3 m)
Climb 10 ft (3 m)
Crawl 10 ft (3 m)

Senses

Truesight 120 ft (36.6 m)
Passive Perception 21

Saving Throws

Strength +17 Dexterity +7 Constitution +14 Intelligence +13 Wisdom +11 Charisma +5

Languages

understands Abyssal,Celestial,Infernal,and Primordial but can't speak,telepathy 120.0 ft (36.6 m).

Resistances & Immunities

Damage Immunities
lightning; bludgeoning,piercing,and slashing damage from nonmagical attacks,frightened,paralyzed
Damage Resistances
Monstrosity Resilience

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

Recharge 6

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

Cost 2

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

Cost 1

The kraken swims up to half its swimming speed without provoking opportunity attacks.

Tentacle Attack

Cost 1

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

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

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

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

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..

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