Cleon
Legend
If I remember correctly, what I meant by "constrict" damage (with quotes) was the damage from the krakendraugr ripping out the harpoon, like you have in the new paragraphs. I think I like these, though maybe we can simplify a little. Have to think about that.
Was the plan 1d10+X for the arms, 2d8+21 for the grapple check damage, and 6d6 for a removal attempt? That seems fine. I think I'd make the removal attempt damage the same for the krakendraugr or for another creature but different from the grapple check damage. They are, after all, different things. Does that work for you?
Se you're suggesting:
Attack: Harpoon arm +32 melee (1d10+14 plus special/19-20)
…Whenever the krakendraugr makes a harpoon arm attack against a harpooned creature it automatically inflicts 2d8+21 damage (halved if the creature makes a DC 27 Fortitude save)
…A creature, including the krakendraugr or one of its impaled victims, can pull a harpoon arm out of a harpooned creature by succeeding at a DC 24 Strength check, but each attempt deals 6d6 piercing and slashing damage to the harpooned creature (or 2d8+21 damage if the krakendraugr is making a harpoon arm attack to attempt the removal). The harpooned creature is allowed a DC 27 Fortitude saving throw to take half damage.
Hmm, I think I'd revise the second paragraph to:
…A creature, including the krakendraugr or one of its impaled victims, can pull a harpoon arm out of a harpooned creature by succeeding at a DC 24 Strength check, but each attempt deals 6d6 piercing and slashing damage to the harpooned creature (plus 2d8+21 damage if the krakendraugr is making a harpoon arm attack to attempt the removal). The harpooned creature is allowed a DC 27 Fortitude saving throw to take half damage.
That way the krakendraugr does more damage completely ripping its harpoon out of a victim (6d6+2d8+21 for 51 average damage) than it does twisting it around in the wound (2d8+21 for 30 average damage).
Would that suit you?
I'm open to suggestions for simplification.