Juvenile Kraken

Huge monstrosity (titan), Chaotic Evil

Armor Class

16 (natural armor)

Hit Points

207 (18d12+90)

Speed

walk 20 ft., swim 50 ft.

Saves

Str +12, Dex +5, Con +10, Int +9, Wis +7

Damage Resistances

bludgeoning, piercing, slashing from nonmagical attacks

Damage Immunities

lightning

Condition Immunities

frightened, paralyzed

Senses

truesight 120 ft.

Languages

Abyssal, Celestial, Infernal, Primordial, telepathy 60 ft. but can't speak

Challenge

14

Amphibious

The kraken can breathe air and water.

Freedom of Movement

The kraken ignores difficult terrain, and magical effects can't reduce its speed or cause it to be restrained. It can spend 5 feet of movement to escape from nonmagical restraints or being grappled.

Actions

Multiattack

The kraken makes two tentacle attacks, each of which it can replace with a use of Fling.

Bite

Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 20 (3d8 + 7) piercing damage. If the target is a Medium or smaller creature grappled by the kraken, that creature is swallowed and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the kraken, and it takes 21 (6d6) acid damage at the start of each of the kraken's turns. One Medium or two smaller creatures can be swallowed at the same time.

Tentacle

Melee Weapon Attack: +12 to hit, reach 20 ft., one target. Hit: 17 (3d6 + 7) bludgeoning damage, and the target is grappled (escape DC 20). Until the grapple ends, the target is restrained. The kraken has ten tentacles, each of which can grapple one target.

Fling

One Medium or smaller object held or creature grappled by the kraken is thrown up to 40 feet in a random direction and knocked prone. If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 13 Dexterity saving throw or take the same damage and be knocked prone.

Lightning Strike

The kraken magically create a bolt of lightning, which can strike a target the kraken can see within 90 feet of it. The target must make a DC 18 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one.

Legendary actions

Legendary Actions (3/Turn)

The monstrosity (titan) 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 monstrosity (titan) regains spent legendary actions at the start of its turn.

Tentacle Attack (Costs 2 Actions)

The kraken makes one tentacle attack.

Fling

The kraken uses Fling.

Ink Cloud (Costs 3 Actions)

While underwater, the kraken expels an ink cloud in a 40-foot radius. The cloud spreads around corners, and that area is heavily obscured to creatures other than the kraken. Each creature other than the kraken that ends its turn there must succeed on a DC 18 Constitution saving throw, taking 11 (2d10) poison damage on a failed save or half as much damage on a successful one. A strong current disperses the cloud, which otherwise disappears at the end of the kraken's next turn.