Amphibious: Here the kraken is capable to breathe air as well as water too.
Freedom of Movement: The kraken shall ignore the difficult terrain, and the magical effects can not reduce its speed or else cause it to be restrained. Of course it also able to spend 5 feet of a movement to escape from the nonmagical restraints or else being grappled.
Siege Monster: Here the kraken deals double damage to the objects and also the structures.
Multiattack: The kraken monster in dnd 5e can make three tentacle attacks, each of them which it can replace by one use of fling.
Bite: A melee weapon attack:+17 to hit, reach 5ft., one target. Hit:23(3d8+10) piercing damage. But if the target is a large or else a smaller creature which grappled by the Kraken, that the creature has been swallowed and then the grapple will be end. While the swallowed, the creature has been blinded and also restrained, it actually has a total cover which is against to the attacks and also to some other effects outside the Kraken, and also it takes 42(12d6) acid damage at the start of each the kraken’s turns. However if a kraken takes 50 damage or else more on a single turn from the creature inside of it, anyway the kraken must be succeeded on a DC 25 constitution saving throw at an end of that turn or else regurgitate all swallowed creatures, which are fall prone in a space almost within 10 feet of the kraken. Suppose, if the kraken dies, then a swallowed creature is not longer be restrained by it and also it can escape from a corpse using 15 feet of Movement, exiting prone.
Tentacle: By using this tentacle this kraken monster in dnd 5e can make Melee Weapon Attack: +17 to hit, reach 30ft., one target. Hit:20(3d6+10) bludgeoning damage, and also the target has been grappled (escape DC 18). Until unless this grapple ends, then the target has been restrained. Of course the kraken has almost ten tentacles, but each of which could be grapple a target.
Fling: Here a large or a smaller object which is held or a creature has been grappled by a kraken is thrown up to 60 feet within a random direction and also knocked prone. Anyway if the thrown target shall strike a solid surface, the target shall take 3 (1d6) bludgeoning damage for each and every 10 feet it was thrown away. However if the target has been thrown at another creature, also that the creature must be succeed on the DC 18 Dexterity saving throw or else take the same damage and be knocked prone.
Lightning Storm: Actually, the kraken is magically creates three bolts of the lightning, each of them which can be strike a target then the kraken monster could be seen within 120 feet of it. Actually, a target should make a DC23 Dexterity saving throw, simply by taking 22 (4d10) lightning damage on a failed save, or else half as much damage on a successful one.
This dnd 5e monster can take almost 3 legendary actions, simply by selecting from the options below: Only one legendary action could be used simultaneously, and also only at an end of another creature’s turn. It also spent legendary actions are regained at the start of each turn.
Tentacle Attack or Fling: Here the kraken make one tentacle attack or else it uses its Fling.
Lightning Storm (Costs 2 Actions): The Kraken uses Lightning Storm.
Ink Cloud (Costs 3 Actions): During an underwater, the kraken expels an ink cloud within a 60-foot radius. Of course the cloud spreads around the corners, and even that area is heavily obscured to the creatures other than a kraken. Each and every creature which is other than the kraken which ends its turn there must be succeed on a DC 23 Constitution saving throw, it is by taking 16 (3d10) poison damage on a failed save, or else half as much as a damage on the successful one. Actually, a strong current disperses a cloud, which is otherwise disappears at the end of the kraken’s next turn.
Attributes Of Kraken Monster DnD 5E
|AC||18 (Natural Armor)|
|Condition Immunities||Frightened, Paralyzed|
|Immunities||Lightning; Bludgeoning, Piercing, and Slashing From Nonmagical Attacks|
|Languages||Understands Abyssal, Celestial, Infernal, And Primordial But Can't Speak, Telepathy 120 Ft.|
|Roll 0||Bite 1d20 + 17 3d8+10|
|Roll 1||Tentacle 1d20 + 17 3d6+10|
|Roll 2||Lightning Storm 1d20 + 0 4d10|
|Saving Throws||Str +17, Dex +7, Con +14, Int +13, Wis +11|
|Senses||Truesight 120 Ft.|
|Speed||20 ft., swim 60 ft.|