Magic Resistance. The House Elf has advantage on saving throws against spells and other magical effects.
Counterspell (Recharge 6). As a reaction, the House Elf can interrupt the casting of spells within 50ft. Spells of Level 2 or lower automatically fail, otherwise the House Elf must make a WIS check.
Magical Retaliation. As a reaction to being harmed by a creature it can see, the House Elf can trigger a Wild Magic Surge in the creature. Spell Level 2, DC 13.
2x Arcane Blast. Spell Attack. +5 to hit.
Hit. 6 (1d4+3) Force damage.
Duelist. In lieu of one extra attack, the House Elf can add 4 (1d6) to the damage of their attack and force a save against one of the following conditions.
Disarm, DC 13 STR save. Failure by five or more and the House Elf grabs the weapon.
Prone or Push. DC 13 DEX save, Failure to beat a 13 gets both.
Parry. House Elf gains Disengage and adds 3 (1d4) to it's AC.
Distracting Strke. DC 13 WIS save. All attacks against victim have advantage until end of House Elf's next turn. Failure to beat a 13 grants disadvantage on saves.
Taunt. DC 13 CHA save. Target cannot move beyond 70ft from the House Elf until the end of their next turn.
Gut Worms. DC 13 CON save, or target is Poisoned until the end of the House Elf's next turn.
Grovel, Cower, and Beg. (Recharge 5-6) As an action the House Elf can cower pathetically to distract nearby foes. Until the end of their next turn, their allies gain advantage on attack rolls against enemies within 10 feet of you that can see.
===Reactions===
Mage Slayer. The House Elf may make an Opportunity Attack if a creature casts a spell within 35ft of it. The creature must make a Concentration check vs half the damage for the spell to succeed in casting.
Healing. As a massive construct, the ship requires 7 days to gain the benefit of a Short rest, and 30 days to gain the benefits of a Long Rest.
To repair the ship without resting, creatures may spend 8 hours effecting repairs, allowing the ship to epxend a Hit die for every 15 after a collective Survival (Wisdom) check. Mending may be used to optimize componnets, adding a maximum of 3d6 Temp HP to the ship.
Crew.The ship can be maintained by a crew of 10 House Elves. Should more be required, the Captain can requisition more, with replacements arriving 8 hours later.
Runic Reservoir.The ship has a device that enables those aboard to restore their Spell Slots/Points as an Action. The number of spell slots restored is equal to 1d20+4 Spell Points. A creature sworn to Krakenfall’s charter can cast a spell of 5th level or lower without expending a spell slot
instead the Reservoir loses charges equal to the spell’s level.
Underwater Adaptation.Any creature touching the hull can breathe underwater and has a swim speed equal to its walking speed. While submerged, ranged weapon attacks against the ship have disadvantage.
Tempest Lance (1 HD). *Ranged Spell Attack:* +14 to hit all Large+ creatures and objects within a 300ft line.
Hit: 66 (12d10) lightning and force damage and creatures must make a DC 1d20+8 CON save or be stunned until the end of their next turn.
Frostburst Array (1 HD). Krakenfall releases a 60-ft. cone of super-cooled air. Each creature or unattended object in the cone must make a DC 1d20+8 CON save, taking 36 (8d8) cold damage on a failure, or half on success. A creature that fails is additionally restrained by ice (escape DC 20 STR at the end of their turn) until the end of its next turn.
Spell-Volley (1 HD). The ship can cast spells that the Captain can expending 1 HD per casting, and a Spell Save DC of 1d20+8.
Arcane Pulse (1 HD). A crackle of runic energy lashes out. All creatures not listed on the Ship's Charter must must succeed on a DC 18 STR save or be launched 1d20+8 feet away from any edge of the ship.
Reactions
Arcane Reflectors. As an Action, the ship can put up it's reflectors, causing all spells cast at the ship to instead be reflected back at the caster.
Emergency Shadow Escape. When reduced to 375 HP or fewer, Krakenfall can expend a Hit Die and surge forward 2d100+30 in any direction and becomes heavily obscured in shifting shadows until the end of its next turn.
Redirect Spell. If Krakenfall succeeds on a saving throw against a spell or a spell attack misses it, the spell is redirected to a target of Krakenfall’s choice within 120 ft., acting as though that target were the original.
Ram. On its turn, the ship may ram any Huge or larger target. This attack cannot miss, and deals an amount of bludgeoning damage equal to the roll of any amount of the ship's hit die (1d20+5) as decided by the Captain.
These die are consumed as if during a short rest, and deal damage to both the target and the Jolly Roger. Both the target and The Ship may make a CON save vs the Helmsman's piloting skill check (Survival) for half damage. Before rolling, the Captain has the option to decide that both ships fail this save.