17 (natural armor)
230 (20d12+100)
30 ft., swim 50 ft.
Str +10, Con +9, Wis +6
bludgeoning, piercing, and slashing from nonmagical weapons
lightning
frightened, paralyzed
darkvision 60 ft.
imderstamds Abyssal, Celestial, Infernal, and Primordial but can't speak
12
The kraken can breathe air and water.
The kraken makes theree tentacle attacks, each of which it can replace with one use of Fling.
Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit 15 (2d8+6) 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). If the kraken takes 25 damage or more on a single turn from a creature inside it, the kraken must succeed on a DC 25 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the kraken. If the kraken dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 10 feet of movement, exiting prone.
Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit 13 (2d6+6) bludgeoning damage, and the target is grappled (escape DC 17). Until this grapple ends, the target is restrained. The Kraken has ten tentacles, each of which can grapple one target.
One Medium or smaller object held or creature grappled by the kraken is thrown up to 30 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 17 Dexterity saving throw or take the same damage and be knocked prone.
All creatures within 60 feet of the kraken must succeed on a DC 17 Constitution saving throw, taking 28 (8d6) lightning damage on a failed save, or half as much damage on a successful one.
The kraken can take 3 legendary actions, choosing from the options below. Only one legendary action option 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.
The kraken makes one tentacle attack or uses its Fling.
The kraken removes any magical effects on itself that reduce its speed or cause it to be restrained, and escapes from any nonmagical restraints or being grappled.
A strong current surges from the kraken. Each creature within 30 feet of the kraken must succeed on a DC 17 Strength saving throw or be pushed up to 30 feet away from the kraken. On a success, the creature is pushed 10 feet away from the kraken.