Space Dwealling. The Clockwork Space Kraken does not need air to survive. While not in an atmosphere or in combat it has a movement speed of up to 900 Miles per hour but must stop to change direction.
Freedom of Movement. The Clockwork Space 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.
Siege Monster. The Clockwork Space Kraken deals double damage to objects and structures.
Magic Resistance. The Clockwork Space Kraken has advantage on saving throws against spells and other magical effects.
Independent Tentacles. The Clockwork Space Kraken has eight tentacles, each of which is treated as a Medium creature, moves independently on the construct’s turn, and has a flying speed of 40 feet. The Clockwork Space Kraken senses operate through its tentacles as well as its main body. Each tentacle can be attacked independently, with damage dealt to tentacles applied to the Clockwork Space Kraken hit point total. A tentacle is destroyed if it takes more than 40 damage in a single turn.
Multiattack. The Clockwork Space Kraken makes three tentacle attacks, each of which it can replace with one use of Fling.
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 Clockwork Space Kraken has eight tentacles, each of which can grapple one target.
Fling. One Large or smaller object held or creature grappled by the Clockwork Space Kraken 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.
Energy beams. The Clockwork Space Kraken creates two bolts of energy, each of which can strike a target the Clockwork Space Kraken can see within 120 feet of it. A target must make a DC 15 Dexterity saving throw, taking 22 (4d10) Force damage on a failed save, or half as much damage on a successful one. A creature reduced to 0 Hit points is disintegrated and killed leaving only magical items behind.
The Clockwork Space 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 Clockwork Space Kraken regains spent legendary actions at the start of its turn.
Tentacle Attack or Fling. The Clockwork Space Kraken makes one tentacle attack or uses its Fling.
Enegy Beam (Costs 2 Actions). The Clockwork Space Kraken may fire a single Energy beam.
Ink Cloud (Costs 3 Actions. Recharge 5-6). While in space, the Clockwork Space Kraken expels an ink cloud in a 60-foot radius. The cloud spreads around corners, and that area is heavily obscured to creatures other than the Clockwork Space Kraken. The cloud dissipates at the start of the Clockwork Space Kraken next turn. Roll on the table below to determine the type of cloud
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