Gargantuan paragon monstrosity (titan), unaligned
Monster form: 20 (natural armour), Psychic Terror & Fiend forms: 18 (natural armour)
124/124/124 (8d20 + 40 ea.)
Dex +4, Int -1, Wis +4, Cha +7
fire, lightning, necrotic, poison, psychic, bludgeoning, piercing and slashing from nonmagical weapons
charmed, frightened, poisoned, paralysed
blindsight 60ft., darkvision 120ft., passive Perception 10
Paragon 12 (25,200 XP) - counts as three creatures.
Legendary Resistance (1/day, Monster form only).
If the Kraegg fails a saving throw, it can choose to succeed instead.
Magic Resistance (Monster and Psychic Terror forms only).
The Kraegg has advantage on saving throws against spells and other magical effects.
Devil's Sight (Fiend form only).
The Kraegg gains truesight to a range of 120 feet.
Hellish Resistance (Fiend form only).
The Kraegg gains immunity to fire and poison damage.
Hellish Weapons (Fiend form only).
The Kraegg's weapon attacks are magical and deal an extra 9 (2d8) poison damage on a hit.
Mental Armour (Psychic Terror form only).
The Kraegg gains immunity to lightning and psychic damage.
Siege Monster (Monster form only).
The Kraegg deals double damage to objects and structures.
Multiattack (Monster form).
The Kraegg can use its Frightful Presence. It then makes three attacks: one with its Bite and two with its Claws.
Multiattack (Psychic Terror form).
The Kraegg can use its Frightful Presence. It then makes three attacks: one with its Third Eye Ray and two with its Claws.
Multiattack (Fiend form).
The Kraegg can use its Frightful Presence. It then makes three attacks with its Claws.
Bite (Monster form only). Melee Weapon Attack:
+12 to hit, reach 10 ft., one target. Hit:
19 (2d10 + 8) piercing damage. If the target is a creature, it is grappled (escape DC 18). Until this grapple ends, the target is restrained, and the Kraegg can't bite another target.
Claw. Melee Weapon Attack:
+12 to hit, reach 10ft., one target. Hit:
17 (2d8 + 8) slashing damage.
Each creature of the Kraegg's choice within 120 feet of it and aware of it must succeed on a DC 15 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the Kraegg is within line of sight, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Kraegg's Frightful Presence for the next 24 hours.
Hellish Roar (Recharge 5-6, Fiend form only).
The Kraegg emits chaotic psychic energy in a 90-foot cone. Each creature in that area takes 19 (3d12) necrotic damage or half as much if it succeeds on a DC 17 Wisdom saving throw. Any creature that fails its save has disadvantage on all attack rolls and ability checks on its next turn.
Mighty Roar (Recharge 5-6, Monster form only).
The Kraegg emits a loud roar in a 90-foot cone. Each creature in that area takes 22 (5d8) bludgeoning damage or half as much if it succeeds on a DC 17 Constitution saving throw. Any creature that fails its save is pushed 10 feet away from the Kraegg.
Psychic Roar (Recharge 5-6, Psychic Terror form only).
The Kraegg emits chaotic psychic energy in a 90-foot cone. Each creature in that area takes 36 (8d8) psychic damage or half as much if it succeeds on a DC 17 Wisdom saving throw.
Soul Drain (Psychic Terror and Fiend forms only).
The Kraegg drains life energy from creatures around it. Each creature within 60 feet of the Kraegg must succeed on a DC 15 Charisma saving throw or take 9 (2d8) necrotic damage. The Kraegg recovers hit points equal to half of the total amount dealt with this ability.
Third Eye Ray (Psychic Terror form only).
The Kraegg chooses one creature it can see within 120 feet. The target must make a DC 17 Constitution saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one.
The Kraegg has three pools of hit points, each of which is tracked separately. All damage and healing must be completely applied to only one pool. When a pool is reduced to zero, all ongoing conditions and effects affecting the Kraegg end. Once a pool is reduced to zero, that pool cannot receive any healing until after a long rest. If all hit of the point pools are reduced to zero, the Kraegg is killed.
The Kraegg may take one additional turn in each round of combat for each of its hit point pools that have been reduced to zero. The Kraegg determines initiative normally for its first turn, though it gains advantage on the roll. Each subsequent turn the Kraegg gains is inserted immediately after any one PCís turn in the initiative order.
The Kraegg has three forms, each corresponding to one of the Kraeggís hit point pools. The Kraegg begins the battle in its Monster form. When that formís hit point pool has been reduced to zero, it assumes its Psychic Terror form immediately and when that formís hit point pool has been reduced to zero, it assumes its Fiend form immediately. Statistics, traits, or actions keyed to a specific form are only used when the Kraegg is in that form.