Clockwork Kraken

Large construct, Unaligned

Armor Class

17 (natural armor)

Hit Points

142 (15d10+60)

Speed

walk 30 ft.

Damage Resistances

fire; bludgeoning, piercing, slashing from nonmagical attacks

Damage Immunities

poison, psychic

Condition Immunities

charmed, exhaustion, frightened, paralyzed, petrified, poisoned

Senses

darkvision 120 ft.

Languages

understands the languages of its creator but can't speak

Challenge

10

Magic Resistance

The clockwork kraken has advantage on saving throws against spells and other magical effects.

Independent Tentacles

The clockwork kraken has eight tentacles, each of which is treated as a Medium creature, moves independently on the construct's turn, and has a flying speed of 40 feet. The clockwork kraken's senses operate through its tentacles as well as its main body. Each tentacle can be attacked independently, with damage dealt to tentacles applied to the clockwork kraken's hit point total. A tentacle is destroyed if it takes more than 20 damage. Reducing the construct to three or fewer tentacles reduces its attacks accordingly. A clockwork kraken can regrow any destroyed tentacles at the end of a long rest.

Actions

Multiattack

The clockwork kraken makes four tentacle slam attacks.

Tentacle Slam

Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage.