Release the kraken! A high-level boss monster that player characters won’t encounter until they’re masters of the realm (if you, as their dungeon master, have a shred of decency in you), the kraken isn’t so much a creature as it is a natural disaster.
Running a kraken, like running a dragon, requires keeping track of legendary actions and lair actions as well as regular and bonus actions and reactions. One consolation is that, of all boss monsters, the kraken is probably the most likely to be encountered outside its lair, unless the PCs are on a mission to slay it. On the other hand, if the kraken is encountered within six miles of said lair, its regional effects mean that PCs will have to run a gantlet of hostile crocodiles; swarming schools of quippers; giant crabs, frogs, seahorses; sharks of all kinds; and water elementals. They’ll also have to contend with torrential rain and storm-strength winds, imposing disadvantage on navigation checks, Wisdom (Perception) checks that rely on sight or hearing, and ranged weapon attacks. In colder climes, they’ll have to make DC 10 Constitution checks against exhaustion every hour—and saving throws every minute if they fall in the frigid waters—unless they have natural or magical protection.
In its lair or out of it, the kraken is a juggernaut, with only average Dexterity but godlike Strength, Constitution and mental abilities. No, it’s not just a mindless engine of devastation. It’s smarter than anyone in your adventuring party and most likely wiser as well, and its massiveness and majesty are mesmerizing. Its decisions in combat should convey a sense of calculated malice and cruelty. It knows everyone’s weaknesses, and it doesn’t miss an opportunity to exploit them. If it chooses to communicate (via telepathy), it will be only to taunt, belittle and humiliate its victims; there’s nothing a kraken wants that the PCs can tempt it with. (more…)