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Kraken, Sand

Large aberration, neutral

Armor Class 13 (natural armor)
Hit Points 85 (9d10 + 36)
Speed 20 ft., burrow 30 ft.

18 (+4) 10 (+0) 18 (+4) 5 (–3) 13 (+1) 6 (–2)

Skills Perception +4, Stealth +6
Senses darkvision 60 ft., tremorsense 120 ft., passive Perception 14
Challenge 7 (2,900 XP)

Special Traits

  • Buried Camouflage. A sand kraken has advantage on Dexterity (Stealth) checks and it has total cover from attacks as long as it remains buried.
  • Keen Smell. The sand kraken has advantage on Wisdom (Perception) checks that rely on smell.
  • Tentacles. A sand kraken has 10 tentacles, each of which can grapple one creature. Each tentacle has an AC of 20, 15 hit points, and immunity to poison and psychic damage. Severing or destroying a tentacle deals no damage to the sand kraken, and severed tentacles regrow at a rate of 1 per day.


  • Multiattack. The sand kraken makes three tentacle attacks.
  • Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 30 (4d12 + 4) piercing damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the target must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. The disease is cured on a success. The target dies if the disease reduces its hit point maximum to 0. This reduction to the target’s hit point maximum lasts until the disease is cured.
  • Tentacles. Melee Weapon Attack: +7 to hit, reach 30 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage. The target is grappled (escape DC 15) and restrained. Until the grapple ends, a grappled target takes 13 (2d8 + 4) bludgeoning damage at the beginning of each of the sand kraken’s turns.


A huge, bloated, eyeless, and formless octopus rises from the sand.

From its pale-yellow, shapeless body sprout ten long tentacles tipped with cruel barbed pads.

Sand krakens are dangerous creatures encountered only in remote wastelands. A sand kraken keeps its body well concealed, buried deep in sand or loose rock, and inaccessible to most attacks. The creature never moves from the place where it digs its first burrow, and once it settles in, it will never again see the light of day. The only parts of a sand kraken that are usually seen are its tentacles, and by then it is often too late.

Sand krakens are omnivores but prefer meat to any other food. Once it captures and kills its prey, it pulls the carcass down into its sandy lair and devours it with its great central maw. For this reason, a number of scholars speculate a biological relationship between sand krakens and dustdiggers.

For most of its life, a sand kraken remains dormant and silent, buried several feet below the surface of the ground. When it senses prey, its tentacles swiftly rise to the surface. A sand kraken uses its initial attacks to immobilize its prey by constriction. Each tentacle has its own secondary brain and can attack independently. While tentacles can be harmed and severed, the only true way to kill a sand kraken is to dig it up and destroy its body.

Section 15: Copyright Notice

Tome of Horrors © 2018, Frog God Games, LLC; Authors: Kevin Baase, Erica Balsley, John “Pexx” Barnhouse, Christopher Bishop, Casey Christofferson, Jim Collura, Andrea Costantini, Jayson ‘Rocky’ Gardner, Zach Glazar, Meghan Greene, Scott Greene, Lance Hawvermale, Travis Hawvermale, Ian S. Johnston, Bill Kenower, Patrick Lawinger, Rhiannon Louve, Ian McGarty, Edwin Nagy, James Patterson, Nathan Paul, Patrick N. Pilgrim, Clark Peterson, Anthony Pryor, Greg Ragland, Robert Schwalb, G. Scott Swift, Greg A. Vaughan, and Bill Webb