Kraken

The Kraken is a Gargantuan monstrosity, with Armor Class 18, 472 hit points, and Challenge Rating 23. The kraken is a gargantuan sea titan capable of crushing ships and summoning magical lightning bolts.

Kraken, original D&D 5e monster artwork by ZapGM

Stat Block

Abilities & Attacks

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. Multiattack: The kraken makes three tentacle attacks, each of which it can replace with one use of Fling. Bite Effects: A swallowed creature is blinded and restrained, has total cover, and takes 42 (12d6) acid damage at the start of each of the kraken's turns; 50 damage in a turn triggers a DC 25 Con save to regurgitate. Tentacle Effects: Targets hit by tentacles are grappled (escape DC 18) and restrained. Fling: The kraken throws a grappled creature up to 60 feet, dealing 1d6 damage per 10 feet if they hit a surface or another creature. 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: On initiative count 20 (losing initiative ties), the kraken takes a lair action to cause one of the following magical effects: A strong current moves through the kraken's lair. Each creature within 60 feet of the kraken must succeed on a 23 Strength saving throw or be pushed up to 60 feet away from the kraken. On a success, the creature is pushed 10 feet away from the kraken. Creatures in the water within 60 feet of the kraken have vulnerability to lightning damage until initiative count 20 on the next round. The water in the kraken's lair becomes electrically charged. All creatures within 120 feet of the kraken must succeed on a 23 Constitution saving throw, taking 10 (3d6) lightning damage on a failed save, or half as much damage on a successful one.

Common Questions

How much HP does a Kraken have?

472 hit points.

What is a Kraken's Challenge Rating?

Challenge Rating 23.

What is a Kraken's Armor Class?

AC 18.

How fast can a Kraken move?

Speed 20 ft. ft., swim 60 ft. ft.

Use Kraken at your table

Original custom artwork found nowhere else on the web, free to view. Copy-paste the full stat block straight into your notes, a Word doc, or your VTT, or sign in to claim Kraken into a ZapGM campaign and customize it further.

Official stats from the D&D 5e (Dungeons and Dragons 5th Edition) System Reference Document (SRD), free to use under its open license.

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