Multiattack . Can make 3 normal attacks with weapons and one with tentacle.
Kraken's rage. Once per day corvo can sprout all eight tentacle that krakens have and each one can make an attack for each one that hits during this you subtract 2 from the next roll to hit. ( this would take whole turn not including movement or reaction).
Cunning shot. Starting at 7th level, you learn to exploit a foe’s weak spots, even if they appear to have none. The damage dealt by your firearm, including damage dealt via Firearm Upgrades, ignores resistances and immunities.
Amphibious: You can breathe air and water.
Darkvision: You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Emissary of the Sea: Aquatic beasts have an extraordinary affinity with your people. You can communicate simple ideas with beasts that can breathe water. They can understand the meaning of your words, though you have no special ability to understand them in return.
Control Air and Water: A child of the sea, you can call on the magic of elemental air and water. You can cast Fog Cloud with this trait. Starting at 3rd level, you can cast Gust of Wind with it, and starting at 5th level, you can also cast Wall of Water with it. Once you cast a spell with this trait, you can’t cast that spell with it again until you finish a long rest. Charisma is your spellcasting ability for these spells.
tentacle. One of the tentacle that has spawned on corvo back makes an extra attack the person most make a dc 16 athletics or acrobatics to check if they are grappled. +7 to hit, reach is 10 feet, on hit roll 3d10 bludgeoning damage.
Gambler blade attack. Melee Weapon Attack: +6 to hit, reach 5 ft., 1 target. Hit:12 (1d6 + 9) [bludgeoning ] damage.
gun fire. RangedWeapon Attack: +5 to hit, range 20/60 ft., 1 target. Hit: 9 (1d6 + 6) [pirecing] damage.
Trail by fire. As a bonus action, you can charge your weapons with blazing force. Until the start of your next turn, whenever you make a successful attack, you deal extra fire damage equal to half your fighter level, rounded up. You can charge your weapons this way a number of times equal to your Charisma modifier (minimum of once), and regain all uses after a short or long rest.
Parry. When you get hit by a melee attack you can try to parry it by rolling a d20 +6 and if you go above the roll the enemy made by 3 you can block all the damage.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
looks like triton or how corvo looked before only like he has seen some dark shit. He looks stronger has a few more scares and notably he has a large tentacle coming from his back which he can control.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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