Amphibious Ray. Krakholders can breathe in air and water.
Freedom of Movement Ray. Krakholders ignore 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.
Tattoo Ray. The Baby Krakholder can freely transform itself onto it's babysitters skin as a tattoo. The tattoo appears as an octopus that moves around the warlocks body.
Tentacles. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 9 (1d12 + 2) psychic damage. If the target is Large or smaller, it is grappled (escape DC 13) and must succeed on a DC 13 Intelligence saving throw or be stunned until this grapple ends.
Ink Ray (Recharge 6). A 5-foot-radius cloud of ink extends all around the Baby Krakholder if it. The area is heavily obscured for 1 minute.Treat the physics as if the ink where underwater, it will float for 1 minute or until dispersed by other means.
Tentacle Ray. You may use your Tentacles of the Deep Warlock feature through the baby.
Description
Rumor has is a kraken once devoured a whole colony of beholders. It evolved into a true horror of the deep.
The Krakholder can offer mortals powers of the Fathomless. The price? Look after one of its babies. Warlocks often don't have the strength or wit to watch over the baby for long though. The krakholder rewards good babysitters with influence, protection, and a weekly allowance.
The Baby Krakholder is a chaotic baby that appears to be a normal octopus. Small and lubricated, its hard to get a hold of. It has a knack for small places, and stealing. If you don't allow it enrichment (AKA things to steal) it will disobey you and run away. If that happens, you die.
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