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Kraken ~ CR 18

This tremendous leviathan resembles a vast squid, yet the markings on its body are strangely unsettling to look upon.

Environment: Any ocean

Organization: 1


Proficiency Score: +19

Gargantuan; Neutral/Independent; aquatic, animal, mystical


Armor Class: 34 (+9 Natural, -4 Size, +19 Proficiency Score)

Hit Points: 357 (17d12+153)

Speed: 5 feet, Swim 40 feet

Initiative: +0 (advantage)


STRDEXCONINTWISCHA
22 (+6)10 (+0)29 (+9)21 (+5)20 (+5)21 (+5)

Saves: 

  • Fortitude +28
  • Reflex +19
  • Will +24

Skills: 

  • Arcana +24
  • Athletics +25
  • Intimidation +24
  • Nature +24
  • Perception +24
  • Stealth +19

Immunities:

  • Effects with the cold or psychic tags
  • Poisons

Senses: Passive Perception 34, dark vision 120 feet, constant Water Breathing

Languages: Aquan


Blind Fighting. A Kraken ignores the penalties if an opponent has the Concealed or Sensed conditions. While Blinded, a Kraken considers terrain as it normally would.

Hold Breath (-). A Kraken never risks drowning.

Legendary Actions (2). A Kraken can use two extra actions per round. This action can be spent at any point in the round directly after a creature’s turn ends and another begins.

Many Appendages (10). A Kraken has 2 arms and 8 tentacles and can Grab a creature with each, such that it can have up to 10 creatures Grabbed at a time. It can maintain 4 Grabbed conditions with a single action.

Poison (Kraken Ink). Any creature within the area of a Kraken’s Cloud must make a Fortitude save or the poison begins to spread.

  • Save: Fortitude DC 34
  • Onset: Immediate
  • Frequency: 1 round
  • Duration: 10 rounds
  • Counteract: 4

Stage 1. 1d4 Strength damage and Sick 1

Stage 2. 2d4 Strength damage and Sick 3

Stage 3. 3d4 Strength damage and Sick 5

Spells.

Spell Attack +24, Spell DC 34

1 per 24 hours:

Underwater Fighter. A Kraken ignores penalties to bludgeoning damage underwater.

Actions

Arm. Melee Strike +25/+20/+15 (reach 60 feet, unarmed) with 2d8+6 bludgeoning damage and inflicts the Grabbed condition (DC 34). A Kraken can make two arm attacks with a single action and has two arms.

Bite. Melee Strike +25/+20/+15 (fatal d10, reach 10 feet, unarmed) with 3d8+6 bludgeoning damage.

Cloud (6, 60-foot aura). As a Single Action, a Kraken can emit a cloud of black, venomous ink in a 60-foot aura while underwater. The ink is toxic, functioning as a contact poison against all creatures within the cloud, except for the Kraken itself. This cloud also provides the Concealed condition to all within it and the area is treated as complete darkness which requires magical light or superior dark vision to see through.

Constrict. As part of the same action to maintain the Grabbed condition, a Kraken can constrict and inflict 1d8+6 bludgeoning damage.

Jet (360 feet). As a Triple Action, a Kraken can move backwards in a 360-foot line. This has the move tag but does not provoke Attacks of Opportunity.

Rend. As a Triple Action, a Kraken can attempt to use four of its tentacles to anchor an adjacent ship. It makes an Athletics check opposed by the helm person’s Passive Profession (sailor) check. The helm person can use their Passive Acrobatics or Passive Athletics check instead but takes a -5 penalty. The Kraken gets a 1d6 Insight bonus for each 15 feet shorter that the ship is than 100 feet, or a 1d4 penalty for each 15 feet longer that the ship is than 100 feet. If the Kraken succeeds, it holds the ship motionless and can attack targets anywhere on the ship with its free tentacles, targets on the open deck with its free arms, and cannot attack with its bite. Each round it must spend an action to make an Athletics check to continue holding the ship in place. If it maintains its hold on the ship, it automatically inflicts bite damage on the haul.

Tentacle. Melee Strike +25/+20/+15 (reach 40 feet, unarmed) with 3d8+6 bludgeoning damage and inflicts the Grabbed condition (DC 34). A Kraken can make 4 tentacle attacks with a single action and has 8 tentacles.


Equipment

  • Incidental