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Kraken of the Deep Seas

Gargantuan Monstrosity (swimming beast), Chaotic Evil


Armor Class 20 (natural armor)

Hit Points 500 (30d12+180)

Speed swim 60 ft.

STR 30 (+10)
DEX 12 (+1)
CON 26 (+8)
INT 3 (-4)
WIS 10 (+0)
CHA 14 (+2)

Saving Throws Con +15, Wis +7

Skills Perception +10

Damage Vulnerabilities lightning

Damage Resistances bludgeoning; piercing; slashing from nonmagical attacks

Condition Immunities prone

Senses blindsight 60 ft., darkvision 120 ft., passive Perception 20

Languages Primordial

Challenge 24 (62,000 XP) Proficiency Bonus +7


Legendary Resistance (3/Day). If the kraken fails a saving throw, it can choose to succeed instead.
Amphibious. The kraken can breathe both air and water.
Innate Spellcasting. The krakenโ€™s innate spellcasting ability is Charisma (spell save DC 20). It can innately cast the following spells, requiring no material components: At will: control water, create food and water; 3/day each: conjure animals, darkness; 1/day each: tsunami.

Actions

Multiattack. The kraken makes three attacks: one with its tentacles, one with its beak, and one with its lightning strike.
Tentacle. Melee weapon Attack: +18 to hit, reach 30 ft., one target. Hit: 32 (4d10+10) bludgeoning damage. If the target is a Medium or smaller creature, it is grappled (escape DC 24).
Beak. Melee weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 43 (6d10+10) piercing damage.
Lightning Strike. Ranged spell Attack: range 120 ft., one target. Hit: 28 (8d6) lightning damage. The kraken unleashes a bolt of lightning that arcs towards a target within range.
Ink Cloud. The kraken expels a cloud of ink in a 60-foot radius, obscuring the area. The area is heavily obscured for 1 minute or until the kraken dismisses it as a bonus action.

Legendary Actions

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. The kraken regains spent legendary actions at the start of its turn.

Tentacle Grab. The kraken makes one tentacle attack.
Create Wave (Costs 2 Actions). The kraken summons a wave that crashes down on a target within 30 feet, forcing the target to succeed on a DC 20 Strength saving throw or take 4d10 bludgeoning damage and be knocked prone.
Control Water (Costs 3 Actions). The kraken can cast the spell control water without expending a spell slot.

Lair

Regional Effects

The region containing the creature's lair is warped by its magic, creating the following effects:

  • Within 5 miles of the kraken's lair, stormy weather is common.
  • The ocean currents shift unpredictably, causing navigational hazards.
  • Fish and sea creatures become unnaturally aggressive within the area.

If the kraken is killed, these effects fade over the course of 1d10 days.

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Lore & Description

Appearance

The kraken's massive form glimmers with deep blue and green scales, reminiscent of the ocean's depths. Its tentacles are long, muscular, and covered in barnacles, and its beak is sharp and powerful, capable of tearing through ships.

Behavior & Origins

Legends say that this kraken was once a guardian of the deep seas, twisted by the desires of ancient sailors. It now lurks in the darkest depths, waiting to snatch ships from the ocean's surface, drawing them into its watery domain to feed on their crews.

Monster Image

Kraken of the Deep Seas

Generation Info

Original prompt:
"A kraken of the deep seas"

Created: Jan 28, 2026
Modified: May 22, 2026

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