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: Melee Weapon Attack: +17 to hit, reach 5 ft., one target. Hit: 23 (3d8 + 10) piercing damage. If the target is a Large or smaller creature
Grappled by the
Kraken, that creature is swallowed, and the grapple ends. While swallowed, the creature is
Blinded and
Restrained, it has total cover against
Attacks and other
Effects outside the
Kraken, and it takes 42 (12d6) acid damage at the start of each of the kraken's 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, which fall prone in a space within 10 feet of the
Kraken. If the
Kraken dies, a swallowed creature is no longer
Restrained by it and can
Escape from the corpse using 15 feet of
Movement, exiting prone.
Tentacle: Melee Weapon Attack: +17 to hit, reach 30 ft., one target. Hit: 20 (3d6 + 10) bludgeoning damage, and the target is
Grappled (escape DC 18). Until this grapple ends, the target is
Restrained. The
Kraken has ten
Tentacles, each of which can grapple one target.
Fling: One Large or smaller object held or creature
Grappled by the
Kraken is
Thrown up to 60 feet in a random direction and knocked prone. If a
Thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was
Thrown. If the target is
Thrown at another creature, that creature must succeed on a DC 18
Dexterity saving throw or take the same damage and be knocked prone.
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.
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. Spent legendary
ACTIONS are regained at the start of each turn.
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.