Legendary Resistance (3/Day). If the Caribbean Kraken fails a saving throw, it can choose to succeed instead.
Magic Resistance. The Caribbean Kraken has advantage on saving throws against spells and other magical effects.
Innate Spellcasting. The Caribbean Kraken's innate spellcasting ability is Intelligence (spell save DC 18). It can innately cast the following spells, requiring no material components.
At will: Detect Magic, Fog Cloud, Hold Person
3/day each: Mind Spike, Bestow Curse, Tidal Wave
1/day: Cloud Kill
Multiattack. The Caribbean Kraken can attack twice with it's face tentacles and once with it's beak.
Face Tentacle. Melee Weapon Attack: +10 to hit, reach 20 ft., one target. Hit: 11 (1d8 + 6) bludgeoning damage. If a creature is successfully hit with Face Tentacle, then it is grappled (escape DC 18). While the creature is grappled this way, it is also restrained.
Beak. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 18 (2d10+6) peircing damage.
The Caribbean 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 Caribbean Kraken regains spent legendary actions at the start of its turn.
Move (Costs 1 Action). The Caribbean Kraken can make one of its tentacles move 10 ft.
Tentacle Swipe (Costs 1 Action). The Caribbean Kraken can make one of its tentacles attack a creature in range of the Caribbean Kraken Tentacle.
Rapid Spellcasting (Costs 2 Actions). The Caribbean Kraken can cast a spell from it's Innate Spellcasting list.
Description
The Caribbean Kraken hunts ships in the Caribbean Sea, seeking to pull treasure to it's hidden lair.
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