Ability Scores
Core attributes and their modifiers.
Overview
Movement
Senses
Saving Throws
Skills
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.
Legendary Resistance (4/Day, or 5/Day in Lair)
If the kraken fails a saving throw, it can choose to succeed instead.
Siege Monster
The kraken deals double damage to objects and structures.
Actions
Fling
The kraken throws a Large or smaller creature Grappled by it to a space it can see within 60 feet of itself that isn't in the air. Dexterity Saving Throw: DC 25, the creature thrown and each creature in the destination space. Failure: 18 (4d8) Bludgeoning damage, and the target has the Prone condition. Success: Half damage only.
Lightning Strike
Dexterity Saving Throw: DC 23, one creature the kraken can see within 120 feet. Failure: 33 (6d10) Lightning damage. Success: Half damage.
Multiattack
The kraken makes two Tentacle attacks and uses Fling, Lightning Strike, or Swallow.
Swallow
Dexterity Saving Throw: DC 25, one creature Grappled by the kraken (it can have up to four creatures swallowed at a time). Failure: 23 (3d8 + 10) Piercing damage. If the target is Large or smaller, it is swallowed and no longer Grappled. A swallowed creature has the Restrained condition, has Cover|XPHB|Total Cover against attacks and other effects outside the kraken, and takes 24 (7d6) Acid damage at the start of each of its 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, each of which falls in a space within 10 feet of the kraken with the Prone condition. If the kraken dies, any swallowed creature no longer has the Restrained condition and can escape from the corpse using 15 feet of movement, exiting Prone.
Tentacle
+17 to hit, reach 30 ft (9.1 m). Hit: 4d6+10 bludgeoning damage.
Melee Attack Roll: +17, reach 30 ft. 24 (4d6 + 10) Bludgeoning damage. The target has the Grappled condition (escape DC 20) from one of ten tentacles, and it has the Restrained condition until the grapple ends.
Legendary Actions
Storm Bolt
The kraken uses Lightning Strike.
Toxic Ink
Constitution Saving Throw: DC 23, each creature in a 15-foot Emanation originating from the kraken while it is underwater. Failure: The target has the Blinded and Poisoned conditions until the end of the kraken's next turn. The kraken then moves up to its Speed. Failure or Success: The kraken can't take this action again until the start of its next turn.
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 481 hit points (derived from 26d20 + 208).
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 120 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 120 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
Aklea
Celestial · CR 22
Ancient Black Dragon
Dragon · CR 23
Ancient Brass Dragon
Dragon · CR 22
Ancient Earth Dragon
Dragon · CR 24
Ancient Emerald Dragon
Dragon · CR 24
Ancient Amethyst Dragon
Dragon · CR 23