Kraken of the Deep Seas
Armor Class 20 (natural armor)
Hit Points 500 (30d12+180)
Speed swim 60 ft.
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
Actions
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.
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.