Kraken

Kraken

Gargantuan monstrosity (titan), chaotic evil

23
Challenge Rating
50000 XP

In the treacherous depths of the oceans, where the light of the sun fails to penetrate, lurks a legendary creature of immense power and primal terror known as the Kraken. This colossal sea monster, the stuff of seafarers’ nightmares, embodies the sheer magnitude and relentless fury of the untamed sea itself. It is a creature of myth and dread, said to be capable of wreaking havoc on ships and challenging even the most seasoned sailors.

The Kraken, a behemoth of proportions beyond comprehension, possesses a body resembling a massive cephalopod, with multiple writhing tentacles that writhe and coil with an otherworldly grace. Towering high above the surface, it commands a presence that fills the hearts of those who witness it with awe and terror. Legends speak of its size, stretching for hundreds of feet, with eyes that gleam with a malevolent intelligence.

The power of the Kraken lies not only in its enormous size, but also in its voracious hunger and its ability to unleash devastation upon anything that dares to cross its path. Its mighty tentacles, each with the strength to crush a ship like a splintered toy, can rend hulls and snap masts with ease. The Kraken’s suckered appendages possess a vice-like grip, ensnaring vessels and dragging them down into the dark abyss with unrelenting force.

Legends tell of the Kraken’s ability to summon powerful storms, conjuring tempests with its wrathful presence alone. It can summon great whirlpools that swallow whole fleets, or unleash torrents of black ink that obscure the senses, leaving its victims helpless and disoriented. The depths of its domain, where light is but a distant memory, provide the Kraken with an advantage, as it strikes from the darkness with unmatched ferocity.

To face the Kraken is to confront the primordial force of the ocean itself, a battle against a creature that embodies the fearsome power of the deep. Sailors and adventurers who find themselves in its path must marshal their courage, their wits, and their most potent weapons to stand a chance against this nigh-unstoppable force. Yet, the tales of those who have faced the Kraken and lived to tell the tale carry a weight of heroism and triumph that resonates throughout the maritime lore.

The Kraken is a symbol of the vast and unforgiving nature of the sea, reminding all who traverse its depths that there are forces beyond mortal comprehension, ready to challenge and consume those who dare to venture too far. Its presence is a reminder that the ocean is a realm of mystery and danger, where the true rulers are creatures that defy imagination and command respect through their awe-inspiring might.

Special Abilities

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.

Actions

  • Multiattack: The kraken makes three tentacle attacks, each of which it can replace with one use of Fling.
  • Bite: Melee Weapon Attack: +7 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: +7 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.

Legendary Actions

  • 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.

Lair Actions

  1. Whirlpool: On initiative count 20 (losing initiative ties), the kraken can create a massive whirlpool centered on a point it can see within its lair or in the water nearby. The whirlpool has a 50-foot radius and lasts until the start of the kraken’s next turn. Any creature or ship caught in the whirlpool must make a DC 18 Strength saving throw or take 21 (6d6) bludgeoning damage and be pulled up to 25 feet toward the center.
  2. Electrified Waters: The kraken electrifies the water in a 100-foot radius around it. Creatures within this area at the start of the kraken’s turn must succeed on a DC 18 Constitution saving throw or take 14 (4d6) lightning damage, as the water conducts the kraken’s bioelectric charge.
  3. Ink Cloud: The kraken releases a massive cloud of ink in a 60-foot radius around itself or a point it can see within 120 feet. The area becomes heavily obscured for 1 minute. Creatures within the ink cloud when it appears, or that enter it afterward, must make a DC 18 Constitution saving throw or be poisoned while they remain in the cloud and for 1 minute afterward.

Kraken Regional Effects

  • Stormy Seas: The sea within 6 miles of the kraken’s lair is perpetually stormy, with towering waves and fierce winds. Navigation through these waters is treacherous, and visibility is often reduced to less than 100 feet due to the heavy rain and fog.
  • Call of the Deep: Creatures within 6 miles of the kraken’s lair hear strange, compelling whispers that beckon them toward the water. Affected creatures must succeed on a DC 18 Wisdom saving throw or feel an overwhelming urge to travel towards the kraken’s lair by the most direct route available.
  • Abyssal Pressure: The water pressure within 6 miles of the kraken’s lair increases significantly, making deep-sea travel and exploration difficult. Submersibles and creatures unused to such depths take 14 (4d6) bludgeoning damage per minute from the pressure unless they are adapted to deep-sea conditions.
Armor Class: 18 (natural armor)
Hit Points: 472 (27d20+189)
Speed: 20 ft. (walk), 60 ft. (swim)
str
30
+10
dex
11
+0
con
25
+7
int
22
+6
wis
18
+4
cha
20
+5
Damage Immunities: lightning | bludgeoning, piercing, and slashing from nonmagical weapons
Condition Immunities: Frightened, Paralyzed
Proficiency Bonus: +7

Proficiencies

  • Saving Throw: STR +17
  • Saving Throw: DEX +7
  • Saving Throw: CON +14
  • Saving Throw: INT +13
  • Saving Throw: WIS +11

Senses

  • Passive Perception: 14
  • Truesight: 120′
Languages: understands Abyssal, Celestial, Infernal, and Primordial but can't speak, telepathy 120 ft.
Environment: Underwater

Credits: SRD 5.1