Amphibious. The kraken can breathe air and water.
Freedom of Movement. The 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 kraken deals double damage to objects and structures.
Multiattack. The kraken makes three tentacle attacks, each of which it can replace with one use of Fling.
Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 23 (1d20 + 6) piercing damage. If the target is a Large or smaller creature grappled by the kraken, 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 kraken, and it takes 23 (6d6) acid damage at the start of each of the kraken's turns.
If the kraken takes 25 damage or more on a single turn from a creature inside it, the kraken must succeed on a DC 25 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the kraken. If the kraken 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 kraken has ten tentacles, each of which can grapple one target.
Fling. One Large or smaller object held or creature grappled by the 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 13 Dexterity saving throw or take the same damage and be knocked prone.
Piercing tentacle. Char’Gul thrusts his back tentacle towards a creature, the creature must take a DC 13 dexterity saving throw, taking 18 (3d8)
Acoustic reverb. If a creature attack against Char’Gul deals thunder type damage, Char’Gul can absorb, amplify, and reflect that attack, unless the base attack does 18 or more damage, in which Char’Gul will be stunned for his next turn.
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.
Tentacle Attack or Fling. The kraken makes one tentacle attack or uses its Fling.
Piercing Tentacle. Char’Gul uses his finned tentacles on his back to thrust and pierce into targets.
Will of the Ocean song. Char’Gul screeches the melody of the ocean song, forcing all those in 50-foot radius to obey, creatures in this radius must roll succeed a DC 15 wisdom check. Those who fail the check will be forced to roll a wisdom check on its next turn, if that creatures fails 3 checks they will become under the command of Char’Gul until they succeed.
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