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.
The kraken makes one attack.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. (3d8) piercing damage.
Tentacle. Melee Weapon Attack: +7 to hit, reach 30 ft., one target. (03d6) bludgeoning damage, and the target is grappled (escape DC 15). Until this grapple ends, the target is restrained. The kraken has ten tentacles, it takes two to 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.
Lightning Storm. The kraken magically creates three bolts of lightning, each of which can strike a target the kraken can see within 60 feet of it. A target must make a DC 20 Dexterity saving throw, taking (2d10) lightning damage on a failed save, or half as much damage on a successful one.
Comments