Kraken
The ship is moving, but its wake has stopped. A cable-thick limb rises beyond the stern. Before the helmsman can turn, another limb closes on the rudder.
The kraken is not simply a great squid hunting for a meal. It is an intelligence that can wreck a vessel, force a bargain, command servants, and have a rival’s ship attacked without ever coming ashore. The four editions below give it markedly different powers. Choose the edition before deciding how it takes a ship.
At the Table
- Sign: A ship holds against wind and tide as if moored from below. Broad pressure marks appear around the rudder.
- Wants: Control of a sea road, possession of a particular cargo, information from a captive, or revenge on a rival. Pick one motive for this kraken.
- Without fighting: Divert the disputed cargo, bargain through a servant, challenge the shore agent, or escape into water too shallow for the kraken to pursue easily.
- First move in combat: Disable the ship before selecting people to seize. Use the actual actions in the chosen edition; ‘rend ship’ is a Pathfinder ability, not a power to import into 5e.
Kraken Monster Statistics — Four Editions
Choose the rules system used at your table. Each tab contains the creature published for that edition, with its own attacks, defences and action economy.
Kraken — D&D 2024 / 5.5e
Gargantuan Monstrosity (Titan), Chaotic Evil. SRD 5.2.1, p. 303.
AC 18; Initiative +14 (24); HP 481 (26d20 + 208); Speed 30 ft., Swim 120 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 30 (+10), save +17 | 11 (+0), save +7 | 26 (+8), save +15 | 22 (+6), save +6 | 18 (+4), save +11 | 20 (+5), save +5 |
Skills History +13, Perception +11
Immunities Cold, Lightning damage; Frightened, Grappled, Paralyzed, Restrained conditions
Senses Truesight 120 ft.; Passive Perception 21
Languages Understands Abyssal, Celestial, Infernal, and Primordial but can’t speak; Telepathy 120 ft.
CR 23 (50,000 XP, or 62,000 XP in lair); PB +7
Traits
Amphibious. Breathes air and water.
Legendary Resistance (4/Day, 5/Day in Lair). May choose to pass a failed saving throw.
Siege Monster. Deals twice its damage to objects and structures.
Actions
Multiattack. Two Tentacle attacks and one use of Fling, Lightning Strike, or Swallow.
Tentacle. Melee attack +17, reach 30 ft., hit 24 (4d6 + 10) bludgeoning. If the target is a creature, it becomes Grappled (escape DC 20) and Restrained until the grapple ends. Up to ten tentacles can each grapple one target.
Fling. Throws a Large or smaller grappled creature to a visible nonairborne space within 60 ft. of the kraken. DC 25 Dexterity save by the thrown creature and any creature at the destination; on failure take 18 (4d8) bludgeoning and become Prone; on success take half damage only.
Lightning Strike. One creature the kraken can see within 120 ft. makes a DC 23 Dexterity save; failure 33 (6d10) lightning, success half.
Swallow. One grappled creature makes a DC 25 Dexterity save. On failure take 23 (3d8 + 10) piercing damage, and, if Large or smaller, it is swallowed and no longer grappled. At most four creatures can be swallowed. Inside: Restrained, Total Cover from attacks/effects outside, 24 (7d6) acid damage at the start of each swallowed creature’s turn. If damaged for 50+ by a creature inside during one turn, the kraken makes a DC 25 Constitution save at that turn’s end or regurgitates all swallowed creatures into spaces within 10 ft., Prone. After the kraken dies, a swallowed creature is no longer Restrained and escapes by spending 15 ft. of movement, exiting Prone.
Legendary Actions
Uses. Three uses, or four in its lair. After another creature’s turn, spend one use on an option below; all uses return at the start of the kraken’s turn.
Storm Bolt. Uses Lightning Strike.
Toxic Ink. While underwater, creatures in a 15-ft. emanation make DC 23 Constitution saves. On failure they are Blinded and Poisoned until the end of the kraken’s next turn. The kraken then moves up to its Speed. It cannot use Toxic Ink again before the start of its next turn.
Kraken — D&D 5e / 2014
Gargantuan monstrosity (titan), chaotic evil. Official SRD 5.1 (2014 rules), Kraken. This edition uses the CC BY 4.0 licensed SRD rather than the separately published D&D Beyond Basic Rules.
Armor Class 18 (natural armor)
Hit Points 472 (27d20 + 189)
Speed 20 ft., swim 60 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 30 (+10) | 11 (+0) | 25 (+7) | 22 (+6) | 18 (+4) | 20 (+5) |
Saving Throws Str +17, Dex +7, Con +14, Int +13, Wis +11
Damage Immunities Lightning; bludgeoning, piercing and slashing from nonmagical attacks
Condition Immunities Frightened, Paralyzed
Senses Truesight 120 ft., passive Perception 14
Languages Understands Abyssal, Celestial, Infernal and Primordial but can’t speak; telepathy 120 ft.
Challenge 23 (50,000 XP)
Traits
Amphibious. Can breathe air and water.
Freedom of Movement. Ignores difficult terrain and magic that would reduce its speed or restrain it. It spends 5 feet of movement to escape a nonmagical restraint or grapple.
Siege Monster. Deals double damage to structures and objects.
Actions
Multiattack. Three tentacle attacks; it can replace any of them with Fling.
Bite. Melee Weapon Attack +17, reach 5 ft., hit 23 (3d8 + 10) piercing. If the target is a Large or smaller creature already grappled by the kraken, it is swallowed and its grapple ends. Inside it is Blinded, Restrained and has total cover; it takes 42 (12d6) acid damage at the start of each kraken turn. If the kraken takes 50+ damage in a single turn from a swallowed creature, the kraken must pass a DC 25 Constitution save at that turn’s end or regurgitate all swallowed victims into spaces within 10 ft., Prone. Inside a dead kraken they are no longer Restrained and can escape by spending 15 ft. of movement, exiting Prone.
Tentacle. Melee Weapon Attack +17, reach 30 ft., hit 20 (3d6 + 10) bludgeoning, and target is Grappled (escape DC 18) and Restrained until freed; ten tentacles can each grapple one creature.
Fling. Throws one Large or smaller held object or grappled creature up to 60 ft. in a random direction and knocks it Prone. Collision with a solid surface causes 1d6 bludgeoning per 10 ft. thrown. A struck creature makes a DC 18 Dexterity save or takes the same damage and falls Prone.
Lightning Storm. Calls three lightning bolts, each of which can strike a creature the kraken can see within 120 ft. For each bolt, its target makes a DC 23 Dexterity save; on failure it takes 22 (4d10) lightning damage, half on success.
Legendary Actions
Three uses per round, each after another creature’s turn; regains all at the start of its own turn.
Tentacle Attack or Fling (1). Makes one tentacle attack or uses Fling.
Lightning Storm (2). Uses Lightning Storm.
Ink Cloud (3). While underwater creates a 60-ft.-radius ink cloud that spreads around corners and heavily obscures the area for creatures other than the kraken. Creatures other than the kraken ending their turn inside make DC 23 Constitution saves, taking 16 (3d10) poison damage on failure or half on success. The cloud vanishes at the end of the kraken’s next turn unless a strong current disperses it sooner.
Kraken — Pathfinder 1e
Published Pathfinder RPG Bestiary monster, p. 184. Archives of Nethys. This creature is CR 18 and has Rend Ship.
Kraken CR 18
XP 153,600
NE Gargantuan magical beast (aquatic)
Init +4; Senses darkvision 120 ft., low-light vision; Perception +28
Defense
AC 32, touch 6, flat-footed 32 (+26 natural, −4 size)
hp 290 (20d10+180)
Fort +21, Ref +12, Will +11
Immune cold, mind-affecting effects, poison
Offense
Speed 10 ft., swim 40 ft., jet 280 ft.
Melee 2 arms +26 (2d6+10/19–20 plus grab), 8 tentacles +24 (1d8+5 plus grab), bite +26 (2d8+10)
Space 20 ft.; Reach 20 ft. (60 ft. with arm, 40 ft. with tentacle)
Special Attacks constrict (tentacles, 1d8+10), ink cloud, rend ship
Spell-Like Abilities CL 15th; 1/day each: control weather, control winds, dominate monster (DC 24, animals only), resist energy
Statistics
Str 30, Dex 10, Con 29, Int 21, Wis 20, Cha 21
Base Atk +20; CMB +34 (+38 grappling); CMD 44 (can’t be tripped)
Feats Bleeding Critical, Blind-Fight, Cleave, Combat Expertise, Critical Focus, Improved Critical (arm), Improved Initiative, Improved Trip, Multiattack, Power Attack
Skills Intimidate +25, Knowledge (geography) +25, Knowledge (nature) +25, Perception +28, Stealth +11, Swim +41, Use Magic Device +25
Languages Aquan, Common
SQ tenacious grapple
Ecology
Environment any ocean
Organization solitary
Treasure triple
Special Abilities
Ink Cloud (Ex). Once per minute, while underwater, the kraken releases an 80-ft. spread of opaque venomous ink as a free action. It creates total concealment and darkness for 1 minute. Creatures caught in it contact the poison: Fort DC 29, frequency once each round for 10 rounds, 1 Strength damage plus nausea, cure after two consecutive successful saves.
Jet (Ex). Travels backwards 280 ft. in a straight line as a full-round action without provoking attacks of opportunity.
Rend Ship (Ex). As a full-round action, the kraken uses four tentacles to grapple a Gargantuan or smaller vessel: CMB versus the captain’s Profession (sailor) check. The kraken gets a cumulative +4 bonus for every size category the ship is smaller than Gargantuan. Once it holds the vessel motionless, it can strike targets anywhere on or within the ship with tentacles; its free arms may hit foes on deck, but its beak cannot reach those foes. Each round the kraken maintains the hold, it automatically damages the hull by its bite damage. Resolve actual vessel damage using the campaign’s Pathfinder ship rules.
Tenacious Grapple (Ex). It does not acquire the grappled condition when grappling foes with arms or tentacles.
Kraken — D&D 3.5e
Original 3.5 SRD Kraken. d20SRD original rules. Challenge Rating 12.
Size/Type: Gargantuan Magical Beast (Aquatic)
Hit Dice: 20d10+180 (290 hp)
Initiative: +4
Speed: Swim 20 ft. (4 squares)
Armor Class: 20 (−4 size, +14 natural), touch 6, flat-footed 20
Base Attack/Grapple: +20/+44
Attack: Tentacle +28 melee (2d8+12/19–20)
Full Attack: 2 tentacles +28 melee (2d8+12/19–20), 6 arms +23 melee (1d6+6), and bite +23 melee (4d6+6)
Space/Reach: 20 ft./15 ft. (tentacle 60 ft., arm 30 ft.)
Special Attacks: improved grab, constrict (2d8+12 tentacle or 1d6+6 arm)
Special Qualities: darkvision 60 ft., ink cloud, jet, low-light vision, spell-like abilities
Saves: Fort +21, Ref +12, Will +13
Abilities: Str 34, Dex 10, Con 29, Int 21, Wis 20, Cha 20
Skills: Concentration +21, Diplomacy +7, Hide +0, Intimidate +16, Knowledge (geography) +17, Knowledge (nature) +16, Listen +30, Search +28, Sense Motive +17, Spot +30, Survival +5 (+7 following tracks), Swim +20, Use Magic Device +16
Feats: Alertness, Blind-Fight, Combat Expertise, Improved Critical (tentacle), Improved Initiative, Improved Trip, Iron Will
Languages: Common, Aquan
Environment: Temperate aquatic
Organization: Solitary
Challenge Rating: 12
Treasure: Triple standard
Alignment: Usually neutral evil
Advancement: 21–32 HD (Gargantuan); 33–60 HD (Colossal)
Level Adjustment: —
Combat
Improved Grab (Ex). A hit by an arm or tentacle can begin a grapple as a free action without provoking attacks of opportunity. A successful grapple establishes a hold and enables constrict.
Constrict (Ex). On a successful grapple check the holding limb deals its normal tentacle or arm damage.
Jet (Ex). Once per round, swim backwards 280 ft. as a full-round action in a straight line, without provoking attacks of opportunity.
Ink Cloud (Ex). Once per minute as a free action, the kraken produces an 80-ft. spread of black ink, creating total concealment and darkness (no poison in this edition). It often uses this to retreat.
Spell-Like Abilities. Caster level 9th; 1/day each: control weather, control winds, dominate animal (DC 18), resist energy; Charisma-based save DC.
Severing Limbs. An opponent can sunder an arm or tentacle as if sundering a weapon. This provokes the usual attack of opportunity; the kraken can make that attack with another limb even when it is grappling the attacker. Each tentacle has 20 hit points and each arm has 10. Severing a limb deals damage to the kraken equal to half that limb’s full hit points. A kraken usually withdraws after losing both tentacles or three arms. Severed limbs regrow in 1d10+10 days.
Skills. +8 racial bonus on special Swim checks; may take 10 under threat and run while swimming straight.
Where the Kraken Is Found
A kraken belongs to the open oceans: trenches, deep passages and shipping routes it can reach from beneath the keel. Its reach makes a deep-water passage dangerous even when the nearest safe harbour lies within sight of the crew.
Behaviour and Warning Signs
When a kraken wants information or a particular captive, it may hold a ship in place rather than wreck it. It can communicate through servants and captured crews, often allowing rumours to do part of its work. If it only needs to stop trade, it can damage the sternpost or sails and leave survivors to tell the story. Scavengers and ordinary predators may follow a stricken ship, drawn by easy prey. Some sailors believe krakens serve Aegir; others call them the true rulers of the deep.
Look for evidence that distinguishes it from weather and ordinary predators: a sound hull scored below the waterline; a vessel turned broadside in calm seas; a surviving boat that was allowed to leave; cargo selected from a wreck while the rest remained untouched. A large squid, sea serpent, or the sleeping aspidochelone may also be suspected. Give crews evidence they can compare, not a foregone conclusion.
If Violence Starts
Mark the ship’s heading, the keel and rudder, boat positions, water depth and the kraken’s reach before taking initiative. Distinguish people on the deck from people in the water. A creature dragged below the surface still uses its edition’s actual holding-breath and drowning rules; it does not drown immediately because a tentacle moved it.
2024: Two Tentacle attacks plus Fling, Lightning Strike or Swallow. It has Legendary Resistance and three legendary-action uses (four in a lair). Toxic Ink is a 15-foot emanation and is not the huge 2014 cloud.
2014: Three Tentacle attacks (each replaceable with Fling), plus separate Bite and Lightning Storm actions, and the broad legendary Ink Cloud. Its Freedom of Movement and damage immunities differ from the 2024 creature.
Pathfinder 1e: Four tentacles can hold a ship with Rend Ship; other limbs still threaten sailors according to its printed limits. The ink carries poison, not merely concealment.
3.5e: The two long tentacles, six shorter arms, Improved Grab, Constrict and unpoisoned Ink Cloud are the edition’s distinct engine. Limb severing and regrowth make retreat and pursuit practical considerations.
Running a Kraken Encounter
A merchant convoy arrives one ship short. Another vessel has crushed planking below its waterline but no evidence of boarding. The lost ship’s manifest contains a single object that an unknown buyer had tried to purchase at every port. Its captain’s surviving mate has been paid to say the ship foundered in a sudden storm.
The players can inspect the surviving hull, question the mate, trace the purchaser or take the coveted cargo on another route. An undersea approach is possible, but the kraken’s strength lies in making the crew come to it where depth and distance favour the monster. The coast’s pilot knows shallow passages that an enormous creature cannot use comfortably; smugglers know who paid the mate.
Escalation: If the party challenges the kraken’s shore agent, the agent offers safe passage for the object and refuses to discuss the missing crew. If the characters stage a decoy voyage, the kraken may take the bait, send smaller servants, or change the intended route. If the ship is caught, victory may mean saving passengers, retaining the evidence and reaching shallows—not necessarily killing a CR 23 monster.
Aftermath: A resolved dispute reopens a sea road and changes the price of escorted passage. A failed voyage may cost lives, trade agreements and a trusted captain’s reputation. Survivors, insurers and the families of the missing crew all have a stake in the account brought back to port.
The Kraken in Northern Sea Lore
The great sea beasts of northern European accounts are not all the same animal, and the name matters. Medieval sources such as the Norwegian King’s Mirror and Icelandic narratives describe the hafgufa and lyngbakr, sometimes enormous enough to resemble an island. These traditions overlap with the later kraken, while retaining their own names and forms.
The name kraken became prominent in later Scandinavian accounts; Erik Pontoppidan’s eighteenth-century natural history helped popularise descriptions of a colossal armed creature. These later descriptions helped shape the many-armed sea monster familiar to modern fantasy. For comparison see the Biodiversity Heritage Library’s source survey and Store norske leksikon’s historical overview.
Optional Kraken Lore
Dungeons and Dragons Lore: Kraken — AJ Pickett. A further exploration of the creature in D&D lore; use the edition tabs above for the rules at your table.
Rules Sources and Licensing
The four rules blocks use official open game material; the descriptions, examples and setting integration above are original editorial writing. Published stat-block terms have been restated for readability but are not four interchangeable combat systems.
2024 (SRD 5.2.1): Source PDF, page 303.
2014 (SRD 5.1): Official CC BY 4.0 source PDF, Kraken entry.
Pathfinder 1e: Pathfinder RPG Bestiary p. 184, Archives of Nethys.
D&D 3.5e: System Reference Document, Kraken.
Creative Commons SRD Attributions
This work includes material from the System Reference Document 5.2.1 (“SRD 5.2.1”) by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode.
This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC and available at https://dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at https://creativecommons.org/licenses/by/4.0/legalcode.
Changes made: rules reformatted into edition-specific tables/paragraphs and surrounded with original setting and encounter commentary. This site is not affiliated with or endorsed by any rules publisher.
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System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
Pathfinder Roleplaying Game Reference Document. © 2011, Paizo Publishing, LLC; Author: Paizo Publishing, LLC.
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The Archives of Nethys. Copyright 2010, Blake Davis.
The Hypertext d20 SRD Copyright 2004, Jans W Carton; transferred to BoLS Interactive, 2016.
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