Arm Spike Regrowth. The thorn kraken has twenty-four tail spikes. Used spikes regrow when the thorn kraken finishes a long rest. Freedom of Movement. The thorn 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. Hold Breath. While out of water, the thorn kraken can hold its breath for 1 hour. Siege Monster. The kraken deals double damage to objects and structures.
Multiattack. The thorn kraken makes three attacks: any combination of up to three tentacle or arm spike attacks or one bite or ink cloud. Tentacles. Melee Weapon Attack: +5 to hit, reach 15 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage. If the target is a creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained and the thorn kraken can't use its tentacles on another target. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage. Arm Spike. Ranged Weapon Attack: +5 to hit, range 100/200 ft., one target. Hit: 7 (1d8 + 3) piercing damage. Ink Cloud (Recharges after a Short or Long Rest). A 20-foot-radius cloud of ink extends all around the thorn kraken if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the thorn kraken can use the Dash action as a bonus action.
Ocean