Freedom of Movement. The kraken ignores difficult terrain, and magical effects can't reduce its speed or cause it to be [Tooltip Not Found].
Siege Monster. The kraken deals double damage to objects and structures.
Magic Resistance. The clockwork kraken has advantage on saving throws against spells and other magical effects.
Independent Tentacles. The clockwork kraken has ten tentacles, each of which is treated as a Medium creature, moves independently on the construct’s turn, and has a flying speed of 40 feet. The clockwork kraken’s senses operate through its tentacles as well as its main body. Each tentacle can be attacked independently, with damage dealt to tentacles applied to the clockwork kraken’s hit point total. A tentacle is destroyed if it takes more than 20 damage.
Reducing the construct to three or fewer tentacles reduces its attacks accordingly. A clockwork kraken can regrow any destroyed tentacles at the end of a long rest.
Multiattack. The clockwork kraken makes four tentacle slam attacks, each of which it can replace with one use of Fling.
Tentacle Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) bludgeoning damage, or the target is grappled (escape DC 18).
Fling. One Large or smaller object held or creature grappled by the kraken 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 16 Dexterity saving throw or take the same damage and be knocked prone.
Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 23 (3d10 + 5) piercing damage.
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.
Tentacle Attack or Fling. The kraken makes one tentacle attack or uses its Fling.
Oil Cloud (Costs 2 Actions). While underwater, the kraken expels an oil cloud in a 40-foot radius. The cloud spreads around corners, and that area is heavily obscured to creatures other than the kraken. A strong current disperses the cloud, which otherwise disappears at the end of the kraken's next turn.
Oil Spill (Costs 2 Actions). On land, the kraken releases slippery oil covering a 60-radius, replicating the effects of the grease] spell (DEX save DC 16). This does not affect the kraken. The oil diminishes at the end of the kraken's next turn.
Ooze Wave (Costs 2 Actions). If the kraken still resides in the ooze, it can create a rippling wave in the ooze. Each creature within 20 ft of the ooze must succeed on a DC 16 Dexterity saving throw, taking 16 (3d8) acid damage on a failed save, or half as much damage on a successful one.
Description
Kind if a hybrid between the official Clockwork Kraken and a normal Kraken, as neither option quite worked for the current power level of my players.
I have not bothered correcting all the different averages for damage, HP and such. I just set it to what worked for me.
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