18 (natural armor)
472 (27d20+189)
walk 20 ft., swim 60 ft.
Str +18, Dex +8, Con +15, Int +14, Wis +12
lightning; bludgeoning, piercing, slashing from nonmagical attacks
frightened, paralyzed
truesight 120 ft.
understands Abyssal, Celestial, Infernal, and Primordial but can't speak, telepathy 120 ft.
25
If Slarkrethel fails a saving throw, it can choose to succeed instead.
Slarkrethel can breathe air and water.
Slarkrethel 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.
Slarkrethel deals double damage to objects and structures.
Slarkrethel is a 20th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 22, +14 to hit with spell attacks). Slarkrethel has the following wizard spells prepared: • 1st level (4 slots): comprehend languages, detect magic, identify, sleep • 2nd level (3 slots): blindness/deafness, detect thoughts, suggestion • 3rd level (3 slots): fly, nondetection, sending • 4th level (3 slots): arcane eye, ice storm, locate creature • 5th level (3 slots): cloudkill, scrying, telekinesis • 6th level (2 slots): chain lightning, flesh to stone, mass suggestion • 7th level (2 slots): delayed blast fireball, sequester, teleport • 8th level (1 slots): control weather, feeblemind • 9th level (1 slots): foresight, power word kill
Slarkrethel makes three tentacle attacks, each of which it can replace with one use of Fling.
Melee Weapon Attack: +17 to hit, reach 5 ft., one target. Hit: 23 (3d8 + 10) piercing damage. If the target is a Large or smaller creature grappled by Slarkrethel, 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 Slarkrethel, and it takes 42 (12d6) acid damage at the start of each of Slarkrethel's turns. If Slarkrethel takes 50 damage or more on a single turn from a creature inside it, Slarkrethel 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 Slarkrethel. If Slarkrethel dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone.
Melee Weapon Attack: +17 to hit, reach 30 ft., one target. Hit: 20 (3d6 + 10) bludgeoning damage, and the target is grappled (escape DC 18). Until this grapple ends, the target is restrained. Slarkrethel has ten tentacles, each of which can grapple one target.
One Large or smaller object held or creature grappled by Slarkrethel is thrown up to 60 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 18 Dexterity saving throw or take the same damage and be knocked prone.
Slarkrethel magically creates three bolts of lightning, each of which can strike a target Slarkrethel can see within 120 feet of it. A target must make a DC 23 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one.
Slarkrethel 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. Slarkrethel regains spent legendary actions at the start of its turn.
Slarkrethel makes one tentacle attack or uses its Fling.
Slarkrethel uses Lightning Storm.
While underwater, Slarkrethel expels an ink cloud in a 60-foot radius. The cloud spreads around corners, and that area is heavily obscured to creatures other than Slarkrethel. Each creature other than Slarkrethel that ends its turn there must succeed on a DC 23 Constitution saving throw, taking 16 (3d10) 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 Slarkrethel's next turn.
On initiative count 20 (losing initiative ties), the kraken takes a lair action to cause one of the following magical effects: • A strong current moves through the kraken's lair. Each creature within 60 feet of the kraken must succeed on a DC 23 Strength saving throw or be pushed up to 60 feet away from the kraken. On a success, the creature is pushed 10 feet away from the kraken. • Creatures in the water within 60 feet of the kraken have vulnerability to lightning damage until initiative count 20 on the next round. • The water in the kraken's lair becomes electrically charged. All creatures within 120 feet of the kraken must succeed on a DC 23 Constitution saving throw, taking 10 (3d6) lightning damage on a failed save, or half as much damage on a successful one.
The region containing a kraken's lair is warped by the creature's blasphemous presence, creating the following magical effects: • The kraken can alter the weather at will in a 6-mile radius centered on its lair. The effect is identical to the control weather spell. • Water elementals coalesce within 6 miles of the lair. These elementals can't leave the water and have Intelligence and Charisma scores of 1 (-5). • Aquatic creatures within 6 miles of the lair that have an Intelligence score of 2 or lower are charmed by the kraken and aggressive toward intruders in the area. When the kraken dies, all of these regional effects fade immediately.