Siege Monster. The deity deals double damage to objects and structures.
Multiattack. The deity makes three tentacle attacks, each of which it can replace with one use of Fling.
Bite. Melee Weapon Attack: +17 to hit, reach 5 ft., one target. Hit: 23 (3d8 + 10) piercing damage. If the target is a Large or smaller creature grappled by the deity, that creature is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the deity, and it takes 42 (12d6) acid damage at the start of each of the kraken's turns.
If the deity takes 50 damage or more on a single turn from a creature inside it, the deity must succeed on a DC 25 destination saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the deity. If the deity dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone.
Tentacle. Melee Weapon Attack: +17 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 deity has ten tentacles, each of which can grapple one target.
Fling. One Large or smaller object held or creature grappled by the deity is thrown up to 60 feet in a random direction and knocked prone. If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 18 Dexterity saving throw or take the same damage and be knocked prone.
Lightning Storm. The deity magically creates three bolts of lightning, each of which can strike a target the deity can see within 120 feet of it. A target must make a DC 23 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one.
Spellcasting. The archmage is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The archmage can cast disguise self and invisibility at will and has the following wizard spells prepared:
Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp
1st level (4 slots): detect magic, identify, mage armor*, magic missile
2nd level (3 slots): detect thoughts, mirror image, misty step
3rd level (3 slots): counterspell, fly, lightning bolt
4th level (3 slots): banishment, fire shield, stoneskin*
5th level (3 slots): cone of cold, scrying, wall of force
6th level (1 slot): globe of invulnerability
7th level (1 slot): teleport
8th level (1 slot): mind blank*
9th level (1 slot): time stop ,summon banana pudding,conjure man eating bananas
True Trickster- one per turn the deity can cast a spell as a bonus action
Magic absorber - all spells thrown at the diety will heal the creature
The deity 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 deity regains spent legendary actions at the start of its turn.
Tentacle Attack or Fling. The deity makes one tentacle attack or uses its Fling.
Lightning Storm . The deity uses Lightning Storm.
Blind Song . All hostile creatures that can hear the deity sing must make a DC20 intelligence saving throw at the start of their turn. , all hostile creatures must subtract 1d4 from their saving throw. On a failure, the creature forgets the deity is there.
Previous Versions
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