Gargantuan monstrosity, chaotic evil
Armor Class 18 (natural armor)
Hit Points 594 (36d20 + 216)
Speed 20 ft., swim 60 ft.
STR 30 (+10)
DEX 11 (+0)
CON 22 (+6)
INT 18 (+4)
WIS 15 (+2)
CHA 18 (+4)
Saving Throws Str +18, Dex +7, Con +13, Wis +9, Cha +11
Skills Perception +15
Damage Resistances lightning; bludgeoning, piercing, and slashing from nonmagical attacks
Senses darkvision 120 ft., passive Perception 25
Languages Primordial, Aquan
Challenge 24 (62,000 XP)
Amphibious. The kraken can breathe air and water.
Siege Monster. The kraken deals double damage to objects and structures.
Innate Spellcasting. The kraken's innate spellcasting ability is Intelligence (spell save DC 22). The kraken can cast the following spells without requiring material components:
At will: control water, detect magic, fog cloud
3/day: black tentacles, control weather
Multiattack. The kraken can use its Frightful Presence. It then makes three tentacle attacks.
Tentacle. Melee Weapon Attack: +18 to hit, reach 30 ft., one target. Hit: 20 (3d6 + 10) bludgeoning damage, and the target is grappled (escape DC 22). Until this grapple ends, the target is restrained. The kraken has ten tentacles, each of which can grapple one target.
Frightful Presence. Each creature of the kraken's choice that is within 120 feet of the kraken and aware of it must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the kraken's Frightful Presence for the next 24 hours.
Ink Cloud (Recharges after a Short or Long Rest). A 60-foot-radius cloud of ink extends all around the kraken if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the kraken can use the Dash action as a bonus action.
Lightning Storm (Recharge 5-6). The kraken creates a lightning storm centered on itself. Each creature within 120 feet of the kraken must make a DC 20 Dexterity saving throw, taking 77 (22d6) lightning damage on a failed save, or half as much damage on a successful one. The kraken can't use this ability again until it completes a short or long rest.
Legendary Resistance (3/Day). If the kraken fails a saving throw, it can choose to succeed instead.
Actions
Tentacle Attack. The kraken makes one tentacle attack.
Lightning Strike (Recharge 6). The kraken releases a bolt of lightning in a 100-foot line that is 5 feet wide. Each creature in that line must make a DC 20 Dexterity saving throw, taking 77 (22d6) lightning damage on a failed save, or half as much damage on a successful one. The lightning ignites flammable objects in the area that aren't being worn or carried.