Hold Breath. While out of water, the kraken can hold its breath for 6 hours.
Underwater Camouflage. The kraken has advantage on Dexterity (Stealth) checks made while underwater.
Water Breathing. The kraken can breathe only underwater.
Legendary resistance one per round if the kraken fails a saving throw it can chouse to succeed instead
Tentacles. Melee Weapon Attack: +5 to hit, reach 25 ft., eight targets. Hit: 60 (8d20 + 20) bludgeoning damage. If the target is a creature, it is grappled (escape DC 19). Until this grapple ends, the target is restrained, and the kraken loses a target from this attack
Ink Cloud (5-6). A 240-foot-radius cloud of ink extends all around the kraken if it is underwater. The area is heavily obscured for 30 minutes, although a significant current can disperse the ink. After releasing the ink, the kraken can use the Dash action as a bonus action.
Crush the kraken tries to crush a creature it has grappled if they fail a dc 15 strength check they take 2d20 force damage and have a 3 in 20 chance to fall unconscious
for 1 point: the kraken spins creating a whirlpool that drags creatures within 60ft 10ft closer
for 3 points: ink cloud
Description
60ft X 60ft Z ??Y
Lair and Lair Actions
Whirlpools form within 12 miles of the beasts lair
a increase in the number of Octopus and squid
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