Bestiary · Monster

PR 17

Kraken

Krakens predate the biospheres they live in and are unrelated to any other creature there. They take vessels whole, and worlds with a kraken route their shipping around its waters.

Kraken, drawn at Colossal scale
Physiology
Monster, Beast
Size
Colossal
Speed
20 ft., swim 80 ft.
Armor class
20 (ancient hide)
Hit points
297 (17d20 + 119)
Proficiency
+6
  • STR 30 +10 save +16
  • DEX 11 +0 save +6
  • CON 25 +7 save +13
  • INT 20 +5 save +11
  • WIS 18 +4 save +4
  • CHA 20 +5 save +5
Skills
Perception +10 , Insight +10
Passive Perception
20
Senses
truesight 120 ft., blindsight 120 ft., telepathy 120 ft.
Languages
understands Primordial
Damage resistances
cold, bludgeoning, piercing, slashing
Damage immunities
lightning, poison
Condition immunities
frightened , paralyzed , poisoned , prone
Found in
Oceanic Trench , Open Ocean

Spells

Channels with CHA. Save DC 19, spell attack +11 .

Casts innately, with no components and no gestures. Its control of water and weather is not learned behavior.

Traits

  • Legendary Resistance

    Three times per day, when it fails a saving throw, it can choose to succeed instead.

  • Amphibious

    Breathes air and water.

  • Siege Frame

    Deals double damage to vessels and structures.

Actions

  • Tentacle

    +16 to hit · reach 30 ft.

    3d10 + 10 bludgeoning damage

    Three attacks. A Huge or smaller creature hit is Grappled. The kraken can hold up to ten Grappled creatures at once, and maintaining them costs it no action.

  • Drag Under

    DC 24 Strength save

    Each creature Grappled by the kraken is pulled underwater and takes 12d8 bludgeoning damage on a failed save, or half as much on a success.

  • Lightning Storm

    DC 19 Dexterity save

    Three bolts, each to a point within 120 feet. Each creature within 10 feet of a bolt takes 6d8 lightning damage on a failed save, or half as much on a success. Recharges on a 5 or 6.

  • Ink Cloud Reaction

    When the kraken takes damage while underwater, it fills a 60-foot radius around itself with ink. The area is heavily obscured until the end of the kraken's next turn, the kraken can see through it, and it can immediately swim up to half its speed. Creatures Grappled by it are carried with it.

  • Tentacle Sweep Legendary

    The kraken attacks one creature it can see with a tentacle.

  • Hull Strike Legendary

    DC 24 Dexterity save

    The kraken strikes a vessel or structure it can reach. The vessel takes 4d10 bludgeoning damage, doubled by Siege Frame, and every creature aboard must succeed on a Dexterity saving throw or be knocked Prone.

  • Haul In Legendary

    This action costs two legendary actions. Every creature Grappled by the kraken is pulled 30 feet toward it and, if that puts it underwater, begins suffocating.