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.
Mulitattack. The Kraken makes 2 tentacle attacks and can replace and one of those with a fling .
Tentacle. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 13 (2d6 + 6) bludgeoning damage. The target is grappled (escape dc 15) 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 30 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 15 Dexterity saving throw or take the same damage and be knocked prone.
Ink Cloud (Recharge 5/6). While underwater, the kraken expels an ink cloud in a 30-foot radius. The cloud spreads around corners, and that area is heavily obscured to creatures other than the kraken. Each creature other than the kraken that ends its turn there must succeed on a DC 16 Constitution saving throw, taking 13 (3d8) poison damage on a failed save, or half as much damage on a successful one. A strong current disperses the cloud, which otherwise disappears at the end of the kraken's next turn.Description
A baby kraken
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