Gargantuan Monstrosity (Titan), Chaotic Evil
- AC
- 18
- Initiative
- +14 (24)
- HP
- 481 (26d20+208)
- Speed
- 30 ft., Swim 120 ft.
| Score | Mod | Save | |
|---|---|---|---|
| STR | 30 | +10 | +17 |
| DEX | 11 | +0 | +7 |
| CON | 26 | +8 | +15 |
| INT | 22 | +6 | +6 |
| WIS | 18 | +4 | +11 |
| CHA | 20 | +5 | +5 |
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
Multiattack. The kraken makes two Tentacle attacks and uses Fling, Lightning Strike, or Swallow.
Tentacle. Melee Attack Roll: +17, reach 30 ft. Hit: 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.
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.
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 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.
Legendary Actions
Kraken can take 3 Legendary Actions per round, regaining all uses at the start of its turn.
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.
How to run Kraken
A kraken on the party's side requires a bargain so steep it should bend the campaign. The party freed it from a binding circle, returned a relic of the elder seas, swore an oath in front of an Abyssal witness. The kraken does not befriend mortals. It tolerates a debt for as long as the debt remains useful, and it collects payment with interest the moment the books are clear.
Make the favor specific and singular. The kraken will sink one fleet, drown one rival god's avatar, surface for one hour to terrify one coastal kingdom into surrender. After the named act, the kraken descends and the party does not summon it again without a new bargain. Telepathy 120 is your interface: the kraken speaks into one player's mind only, in Abyssal or Celestial or whichever language sits worst with that character. Run those conversations short. The kraken does not chat.
In the favor itself, the kraken solves a problem the party cannot. Siege Monster doubles damage to objects, so a hostile fortress on a cliff can be pulled into the surf in three rounds. Tentacles reach 30 feet, Fling throws a 60-foot range, Swallow eats champions whole. Anything within 60 feet is in danger of being grappled, including allies. State this at the table before the favor begins, then make the players choose where to stand.
When the favor ends, the kraken collects something the party did not realize was on the table. A name. A memory. A child's first oath, sworn ten years earlier. Whatever it is, the kraken takes it and goes. The party feels they were used as much as they used.
Have the kraken speak only once during the encounter, and only to one player. The silence around that moment will land harder than any monologue.
A kraken is a campaign-ending event with a stat block. By the time the party meets one in person, they have either prepared for two sessions or they are about to die. Telegraph the fight: ships go missing, a coastal village wakes to find the harbor empty of fish and slick with ink.
If the kraken is submerged and the party is on a ship, open with Lightning Strike (DC 23 Dex, 33 average lightning, 120 ft. range) on the most dangerous caster while tentacles surface around the hull. Multiattack gives two Tentacle attacks at +17 for 24 average bludgeoning each, and a hit grapples (escape DC 20) and Restrains. The kraken holds ten at once. Fling then throws a Grappled PC up to 60 feet, DC 25 Dex, 18 bludgeoning and Prone, with the destination space taking the same. Bowl the party with their own fighter. Swallow is a death timer in the open: DC 25 Dex, 23 piercing on failure, then 24 acid at the start of every turn the PC remains inside.
Legendary actions reset the tempo three times per round. Storm Bolt is a free Lightning Strike at the end of a player's turn; fire it at whoever just succeeded on something important. Toxic Ink (DC 23 Con, 15-foot Emanation, Blinded and Poisoned) requires the kraken underwater and ends turns of melee retaliation cleanly. Use it the round after a paladin gets adjacent. Legendary Resistance 4/day wins the four most important saves of the fight automatically. Save them for a polymorph or a banishment that would actually solve the encounter.
The kraken does not flee. It dives, releases swallowed corpses, and considers the party for later. Truesight 120 wastes invisibility and illusion. Telepathy 120 lets the kraken speak into the party's heads in Abyssal, Celestial, Infernal, or Primordial, whichever language sits worst with the player it wants to unsettle.
Name the kraken in a dead language and write the name on a card. Slide the card across when the first PC is swallowed. The party should know whose ocean they are dying in.
Stat block from the System Reference Document 5.2.1 © Wizards of the Coast LLC, used under the Creative Commons Attribution 4.0 license.