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Flaming Golems. I agree with Gerter; the fire sign looks interesting if it works on the fire shield. If not, it might be worth considering giving these golems some kind of activatable fire ability, perhaps at the cost of the fire shield, but keeping the sign. Stun is definitely not a good idea. However, magic immunity should be included, in my opinion; it's a feature of all golems.
I've tested it, and neither the fire sign nor the vulnerability aura buffs the shield. And if you give it a fire cast, well, there are already Archmages and Druids with lightning at level 4, and my psyche wouldn't handle a third such neutral creature. So, the sign isn't synergistic, so it could be removed, and just leave the shield and immunity, which would make the creature a tank that is unpleasant to break through with both magic and physical attacks.
Ancient Titan. Slightly weaker than the regular one, doesn't regenerate, which seems reasonable. From a lore perspective, the Shantiri titans in the seventh installment also regenerated, right? Well, let them, otherwise how would these mechanisms have survived for so long. Have you tested, by the way, whether autoregeneration works for creatures with the "mechanism" property? Regarding the applicability of enchanted armor, it's hard to say where it would get attacking magic from... But at least Warlocks won't be able to take it down with magic, which is also a plus.
Regeneration still doesn't look very good because it's tailored for Hydras, and on a level 7 creature, it will be less effective. Also, we shouldn't forget that mechanisms can be repaired + they also get healing from magic... I think no mage would refuse to exchange regular titans for such a creature.
Kraken. Quite comparable to other level 7 creatures, such as the black dragon and the archangel. The lack of attacking abilities and stats (flight, initiative, speed) is compensated by fear and terror. Okay, I'll admit, speed 5 seems a bit low to me; there's too high a chance that Krakens won't be able to reach anyone to scare them. The fact that they were assigned to Urgash's creatures, I personally like -- not everyone has to be fiery; it would be an inappropriate attempt to exploit Arcat's feature.
It's probably closer to Shalassa. Although, the idea of sea demons seems interesting to me, even if it's very illogical.
Boss Kraken. Excellent, a tough creature, lots of health, defense, everything, attacks in 2x2 cells. How much damage does the poison deal? With these parameters, less than 100 damage per turn would not be respectable. Of course, it needs to be tested to see at what stage of the game this beast can be defeated. Regarding speed, if you increase the speed of the regular Kraken, then you can leave it at 5 here. Like, big and slow. But it will be a little easier to deal with ) Oh, and what about dark magic? There are still many spells that can be used to focus on it.
The situation with poisoning seems to be the same as with regeneration. The abilities of Wyverns and Hunting Hounds depend on the number of creatures, and it turns out that the Kraken will poison very weakly when it's alone.