Skip to main content




AC 20 (natural armor)

HP 444 (24d20 + 192; bloodied 222)

Speed 20 ft., swim 60 ft.

Proficiency +8; Maneuver DC 26

Saving Throws Str +18, Con +16, Dex +8, Int +14, Wis +12

Damage Immunities lightning; damage from nonmagical weapons

Damage Resistances cold, fire, thunder

Senses truesight 120 ft., passive Perception 14

Languages understands Primordial but can’t speak, telepathy 120 ft.

Immortal Nature. The kraken doesn’t require air, sustenance, or sleep.

Legendary Resistance (3/Day). If the kraken fails a saving throw , it can choose to succeed instead. When it does so, it can use its reaction, if available, to attack with its tentacle.

Magic Resistance. The kraken has advantage on saving throws against spells and magical effects.

Siege Monster. The kraken deals double damage to objects and structures.


Bite. Melee Weapon Attack: +18 to hit, reach 5 ft., one target. Hit: 36 (4d12 + 10) piercing damage. If the target is a Huge or smaller creature grappled by the kraken, the target is swallowed. A swallowed creature is blinded and restrained , its Speed is 0, it has total cover from attacks from outside the kraken, and it takes 42 (12d6) acid damage at the start of each of the kraken’s turns.

If a swallowed creature deals 50 or more damage to the kraken in a single turn, or if the kraken dies, the kraken vomits up the creature.

Ink Cloud. While underwater, the kraken exudes a cloud of ink in a 90-foot-radius sphere. The ink extends around corners, and the area is heavily obscured until the end of the kraken’s next turn or until a strong current dissipates the cloud. Each non-kraken creature in the area when the cloud appears makes a DC 24 Constitution saving throw . On a failure, it takes 27 (5d10) poison damage and is poisoned for 1 minute. On a success, it takes half damage. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. 

Summon Storm (1/Day). Over the next 10 minutes, storm clouds magically gather. At the end of 10 minutes, a storm rages for 1 hour in a 5-mile radius.

Lightning (Recharge 5-6). If the kraken is outside and the weather is stormy, three lightning bolts crack down from the sky, each of which strikes a different target within 120 feet of the kraken. A target makes a DC 24 Dexterity saving throw , taking 28 (8d6) lightning damage or half damage on a save.

Tentacle. Melee Weapon Attack: +18 to hit, reach 30 ft., one target. Hit: 28 (4d8 + 10) bludgeoning damage, and the target is grappled (escape DC 26). Until this grapple ends, the target is restrained . A tentacle can be targeted individually by an attack. It shares the kraken’s hit points, but if 30 damage is dealt to the tentacle, it releases a creature it is grappling. The kraken can grapple up to 10 creatures.

Fling. One Large or smaller object or creature grappled by the kraken is thrown up to 60 feet in a straight line. The target lands prone and takes 21 (6d6) bludgeoning damage. If the kraken throws the target at another creature, that creature makes a DC 26 saving throw , taking the same damage on a failure.


The kraken can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. It regains spent legendary actions at the start of its turn.

Tentacle. The kraken makes one tentacle attack.

Fling. The kraken uses Fling.

Squeeze (Costs 2 Actions). The kraken ends any magical effect that is restraining it or reducing its movement and then swims up to half its swim speed without provoking opportunity attacks . During this movement, it can fit through gaps as narrow as 10 feet wide without squeezing.


The kraken summons a lightning storm and doesn’t attack until the storm has arrived. On its turn, it takes actions in this order of preference: it uses Lightning if it can hit 3 threatening targets, bites if it has a creature grappled , or uses Ink Cloud if underwater. Otherwise, it bites. With its legendary actions, it attacks with its tentacle, or uses Fling if it already has two creatures grappled (saving one of the creatures to bite and swallow). It uses Squeeze to escape confinement and escapes in an Ink Cloud if reduced to 111 hit points or fewer.

Legends and Lore

With an Arcana or Religion check, characters can learn the following:

DC 10 Krakens are gigantic leviathans whose power rivals that of the gods.

DC 15 Like the squids they resemble, krakens release clouds of ink when threatened. Their tentacles can rip a ship in half.

DC 20 Krakens can summon storms and call down lightning from the heavens.


Krakens are the reason life first left the ocean, seeking solace and shelter on dry land. Horrors from the primeval depths of civilization’s memory, krakens are destruction incarnate, imbued with the essence of violent ocean storms and armed with grasping tentacles and all-devouring maws. They dwell deep beneath the ocean, where light struggles to reach.

Demigods of Destruction. Krakens are ancient leviathans whose power threatens the gods. Stories tell of a primeval divine war in which the krakens were first created—or perhaps freed from a prison older than the gods. While the details of these tales vary, all agree that whatever first unleashed the krakens was ultimately dragged beneath the waves by kraken tentacles.

Mortals are drawn to the power krakens wield, worshipping them with offerings of faith and fealty. Favored cultists may receive eldritch gifts from these ancient beings—but those who receive a kraken’s favor are forever changed by this power.

The Ancient Deep. A kraken is a force of primal destruction. They have laid waste to ancient empires, dragging down ships and flooding coastal cities, leaving behind little more than the memory of their primeval terror. But in the depths where a kraken lairs, the remains of forgotten gods or dreaming titans might still lie, waiting to be reawakened by the brave or the foolish. 


When a kraken awakens from slumber, it rampages along the coast, summoning storms and leaving death in its wake. It is a force of pure destruction. It takes no treasure or prisoners.

Monster Type Description

Monstrosities are magical beings usually native to the Material Plane. Some monstrosities combine the features of beasts and humanoids, like centaurs . Others have bizarre or unnatural appearances, like many-tentacled ropers . Monstrosities could only arise in a world suffused with magic.