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System Reference Document 5.2.1
Kraken
Kraken
Gargantuan Monstrosity (Titan), Chaotic Evil
AC 18  Initiative +14 (24)
HP 481 (26d20 + 208)
Speed 30 ft., Swim 120 ft.
MOD SAVE MOD SAVE MOD SAVE
Str 30 +10 +17 Dex 11 +0 +7 Con 26 +8 +15
Int 22 +6 +6 WIS 18 +4 +11 Cha 20 +5 +5
Skills History +13, Perception +11
Immunities Cold, Lightning; Frightened, Grappled, 
Paralyzed, Restrained
Senses Truesight 120 ft.; Passive Perception 21
Languages Understands Abyssal, Celestial, Infernal, and 
Primordial but can’t speak; telepathy 120 ft.
CR 23 (XP 50,000, or 62,000 in lair; PB +7)
Traits
Amphibious. The kraken can breathe air and water.
Legendary Resistance (4/Day, or 5/Day in Lair). If 
the kraken fails a saving throw, it can choose to suc-
ceed instead.
Siege Monster. The kraken deals double damage to ob-
jects and structures.
Actions
Multiattack. The kraken makes two Tentacle attacks 
and uses Fling, Lightning Strike, or Swallow.
Tentacle. Melee Attack Roll: +17 , reach 30 ft. Hit: 24 
(4d6 + 10) Bludgeoning damage. The target has the 
Grappled condition (escape DC 20) from one of ten 
tentacles, and it has the Restrained condition until the 
grapple ends.
Fling. The kraken throws a Large or smaller creature 
Grappled by it to a space it can see within 60 feet of 
itself that isn’t in the air. Dexterity Saving Throw: DC 
25, the creature thrown and each creature in the des-
tination space. Failure: 18 (4d8) Bludgeoning damage, 
and the target has the Prone condition. Success: Half 
damage only.
Lightning Strike. Dexterity Saving Throw: DC 23, one 
creature the kraken can see within 120 feet. Failure: 33 
(6d10) Lightning damage. Success: Half damage.
Swallow. Dexterity Saving Throw: DC 25, one creature 
Grappled by the kraken (it can have up to four crea-
tures swallowed at a time). Failure: 23 (3d8 + 10) Pierc-
ing damage. If the target is Large or smaller, it is swal-
lowed and no longer Grappled. A swallowed creature 
has the Restrained condition, has Total Cover against 
attacks and other effects outside the kraken, and takes 
24 (7d6) Acid damage at the start of each of its turns. 
 If the kraken takes 50 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, each of 
which falls in a space within 10 feet of the kraken with 
the Prone condition. If the kraken dies, any swallowed 
creature no longer has the Restrained condition and 
can escape from the corpse using 15 feet of movement, 
exiting Prone.
Legendary Actions
Legendary Action Uses: 3 (4 in Lair). Immediately after 
another creature’s turn, the kraken can expend a use to 
take one of the following actions. The kraken regains all 
expended uses at the start of each of its turns.
Storm Bolt. The kraken uses Lightning Strike.
Toxic Ink. Constitution Saving Throw: DC 23, each 
creature in a 15-foot Emanation originating from the 
kraken while it is underwater. Failure: The target has 
the Blinded and Poisoned conditions until the end of 
the kraken’s next turn. The kraken then moves up to 
its Speed. Failure or Success: The kraken can’t take this 
action again until the start of its next turn.
Lamia
Lamia
Large Fiend, Chaotic Evil
AC 13  Initiative +1 (11)
HP 97 (13d10 + 26)
Speed 40 ft.
MOD SAVE MOD SAVE MOD SAVE
Str 16 +3 +3 Dex 13 +1 +1 Con 15 +2 +2
Int 14 +2 +2 WIS 15 +2 +2 Cha 16 +3 +3
Skills Deception +7 , Insight +4, Stealth +5
Senses Darkvision 60 ft.; Passive Perception 12
Languages Abyssal, Common
CR 4 (XP 1,100; PB +2)
Actions
Multiattack. The lamia makes two Claw attacks. It can 
replace one attack with a use of Corrupting Touch.
Claw. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) 
Slashing damage plus 7 (2d6) Psychic damage.
Corrupting Touch. Wisdom Saving Throw: DC 13, one 
creature the lamia can see within 5 feet. Failure: 13 
(3d8) Psychic damage, and the target is cursed for 1 
hour. Until the curse ends, the target has the Charmed 
and Poisoned conditions.
Spellcasting. The lamia casts one of the following 
spells, requiring no Material components and using 
Charisma as the spellcasting ability (spell save DC 13):
At Will: Disguise Self (can appear as a Large or Medium 
biped), Minor Illusion
1/Day Each: Geas, Major Image, Scrying