ink bomb. The alpha kraken flips shooting three ink 5ft balls of ink into the air. They deal 1d12 damage depending on if they or not. If hit you have disadvantage on next attack
Spellcasting. The alpha kraken is a 9th level spellcaster. Its spellcasting ability is 19+4. The alpha kraken has following warlock spells prepared:
Cantrips (at will): true strike, eldritch blast
1st level (4 slots): expiditious retreat, hellish rebuke, protection from a warlock and unseen servant
Lobster smash. Holds up giant lobster claw and attempts to grab and hold players. A 15dex save is needed to avoid if grabbed take 2d4 bludgeoning damage each turn. The attack ends if that tentacle takes more than 20 damage.
Jellyfish swipe: +6 to hit player rolls d8 to see how many tentacles they were hit by. This determines how many times you roll d6+4 for poison damage. Range of 10ft
Angler light: shines giant angler light in front of target. 4d8 radiant damage with a +6 to hit range is 30/120ft.
eel arm: an arch of lightning shoots out of a tail tentacle with a +3 to hit it does 6d6+5 electric damage and range is 40/120ft
Blow hole blow away. Alpha kraken uses blow hole tentacle to try and blow away attack. Must succeed a 17 dex save.
Can be used 2 times every three rounds, at the end of another players turn and costs an action
Clean up crew. The alpha kraken telekineticly lifts all sorts of cleaner fish who clean the it healing 5d8 damage and increases speed by 5ft.
Sea urchin protection. Lifts a tentacle with thousands of big sea urchin barbs making all physical attacks against it take1d6 poison damage and ranges attacks have disadvantage for a round.
octopus health. Can throw a singular tentacle
Description
Giant dark purple octopus like creature with barnacles all over its head and it’s tentacles have that of different ocean creatures on the end like lobster claw or jellyfish tentacles. It’s about 90 metres long and wide (20ft) it’s body that you can see is 60metres tall.
Lair and Lair Actions
Huge tunnel down that eventually leads to an enormous cave about 200ft by 200ft by 200ft with bones every where and an about 100ft wide coral reef along the wall with many different creatures and about 50 different trinkets like armor, weapons, magic items etc. The whole island also counts as it’s lair
Lair Actions
On initiative count 10 (losing initiative ties), the alpha kraken takes a lair action to cause one of the following effects; the alpha kraken can’t use the same effect two rounds in a row:
- Whale fin tentacle. The alpha kraken lifts its whale fin in the and throws it down repeatedly on each part of the island throwing rocks in the air and disrupting the dirt making it a difficult terrain. Players must succeed a 15 dex save to see if they are hit, if they are then they take 8 force damage
- Undead surfing. The water goes flying is the air bringing up 5 undead orcs in random locations who are ordered to attack you.
Regional Effects
The region containing a legendary alpha kraken’s lair is is a tropical climate but can get very cold and snow, which creates one or more of the following effects:
- A fog rolls over half of the map
- Being vulnerable to the cold if gets cold then aplha kraken the is forced to fight and takes 2d4 cold damage every player turn and cannot move tentacles more than 15ft
If the [monster name] dies, these effects fade over the course of #d# days.
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