Amphibious. The arcane kraken can breathe air and water.
Freedom of Movement. The arcane kraken ignores difficult terrain, and magical effects can't reduce its speed or cause it to be restrained. It can spend 5 feet of movement to escape from nonmagical restraints or being grappled.
Magic Weapons. The arcane kraken's weapon attacks are magical.
Siege Monster. The arcane kraken deals double damage to objects and structures.
Spell-Resistant Carapace. The arcane kraken has advantage on saving throws against spells, and any creature that makes a spell attack against it has disadvantage on the attack roll.
Innate Spellcasting. The arcane kraken's innate spellcasting ability is Intelligence (spell save DC 22, +14 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
At will: blight, blink, chaos bolt, ice storm, detect magic, ice storm, shield
3/day each: control winds, divine word, enervation, gravity sinkhole
2/day each: finger of death, gravity fissure, harm, plane shift
1/day each: feeblemind, meteor swarm, psychic scream, teleport (self only)
Legendary Resistance (3/Day). If the arcane kraken fails a saving throw, it can choose to succeed instead.
Multiattack. The arcane kraken makes three tentacle attacks, it can replace one tentacle attack with a use of Corruption.
Tentacle. Melee Weapon Attack: +18 to hit, reach 30 ft., one target. Hit: 20 (3d6 + 10) bludgeoning damage, and the target is grappled (escape DC 18). Until this grapple ends, the target is restrained. The arcane kraken has ten tentacles, each of which can grapple one target.
Corruption. The arcane kraken targets one creature it can see within 60 feet of it. The target must succeed on a DC 22 Constitution saving throw or take 22 (4d6 + 8) necrotic damage and become corrupted for 1 minute.
A corrupted creature’s flesh twists in alien ways. The creature has disadvantage on attack rolls, its speed is reduced by half, and if it tries to cast a spell, it must first succeed on a DC 15 Intelligence check or the spell fails and is wasted. The corrupted creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Eldritch Tempest. Each creature that is not a construct or undead within 60 feet of the arcane kraken must make a DC 22 Constitution saving throw against the arcane surge created by this magical abomination, taking 42 (12d6) force damage on a failed save, or half as much damage on a successful one. The arcane kraken then regains a number of hit points equal to half the total damage taken by all affected creatures.
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.
Swim. The arcane kraken moves up to half of it's swim speed.
Cast a Spell (Costs 2 Actions). The arcane kraken casts a spell.
Eldritch Tempest (Costs 3 Actions). The arcane kraken uses Eldritch Tempest.
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