Freedom of Movement. The Baby Kraken ignores difficult terrain, and magical effects cannot reduce its speed or cause it to be restrained. It can spend 5 ft of movement to escape from nonmagical restraints or being grappled.
Keen Sight. The Baby Kraken has advantage on wisdom (perception) checks made while underwater.
Amphibious. The Baby Kraken can breathe air and water.
Tentacles. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 2 bludgeoning damage, and the target is grappled (escape DC 10). Until this grapple ends, the Baby Kraken can't use its tentacles on another target.
Ink Cloud (Recharges after a Short or Long Rest). A 5-foot-radius cloud of ink extends all around the Baby Kraken if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the Baby Kraken can use the Dash action as a bonus action. The cloud spreads around corners, and that area is heavily obscured to creatures other than the kraken. Each creature other than the kraken that ends its turn there must succeed on a DC:13 Constitution Saving Throw, taking 1d10 poison damage on a failed save, or half as much on a successful one. A strong current disperses the cloud, which otherwise disappears after the 1 minute.
Lightning Storm. The Baby Kraken magically creates a bolt of lightning which can strike a target the kraken can see within 120 feet of it. A target must make a DC: 13 Dexterity Saving Throw, taking 1d10 lightning damage on a failed save, or half as much damage on a successful save.
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