Huge monstrosity, chaotic evil
- Armor Class
- 16 (natural armor)
- Hit Points
- 230 (20d12 + 100)
- Speed
- swim 50 ft., 30 ft.
- Challenge
- 13 (10,000 XP)
- Skills
- Athletics +14, Perception +9
- Damage Resistances
- cold
- Damage Immunities
- lightning; thunder
- Senses
- darkvision 120 ft., passive Perception 19
- Languages
- Common
Traits
The kraken can breathe air and water.
Actions
The kraken makes two attacks: one with its claw and one with its tentacles.
Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 30 (6d6 + 9) slashing damage.
Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 30 (6d6 + 9) bludgeoning damage, and the target is grappled (escape DC 17). Until this grapple ends, the target is restrained.
The kraken hurls a magical lightning bolt at a point it can see within 500 feet of it. Each creature within 10 feet of that point must make a DC 17 Dexterity saving throw, taking 54 (12d8) lightning damage on a failed save, or half as much damage on a successful one.
Spellcasting
The kraken's innate spellcasting ability is Charisma (spell save DC 17). The kraken can innately cast the following spells, requiring no components: