Armor Class 24 Natural armor
Hit Points 700 (699d20)
Speed 75 ft.
STR
22 (+6)
DEX
20 (+5)
CON
27 (+8)
INT
24 (+7)
WIS
25 (+7)
CHA
20 (+5)
Saving Throws DEX +13, CON +16, WIS +15, CHA +13
Damage Resistances All
Senses Passive Perception 19
Languages Atlanjir knows all languages.
Challenge 27 (105,000 XP)
Proficiency Bonus +8
Traits

Fishman. Atlanjir is part fish giving him the ability of breathing under water.

 

Waters Magic. Atlanji can cast create destroy water.

Actions

 

Aquatic flail. Melee Weapon Attack: +10 to hit, reach 5 ft., 1 target. Hit: 100 (10d12 + 9) cold damage. 

Aquatic grasp. RangedWeapon Attack: +10 to hit, range 10/90 ft.,  target. Hit: 111 (11d12 + 9) cold damage.

Bonus Actions

Atlanjir can Attack again.

Reactions

Splash. Atlanjir can turn into water and reforms after the attack making him immune to nonmagical attacks.

Legendary Actions

 

Water pulse (Costs 1 Action). Atlanjir causes a shock wave in the water knocking  the player back 25ft

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

Atlanjir is the reason the ocean exists. Father of all aquatic creatures he is the cause of natural disasters such as tsunami and earthquakes. He is Near intangible. He seeks a world of only water, world of only peace, world of only AQUATIC DOMINICE.

Lair and Lair Actions

Any where under water 

 

Regional Effects

The moment you enter both of these apply.

  • Only water related spells work down there.
  • The water pressure causes 1d6 force damage each turn.

 

Habitat: CoastalUnderwater

jackvonawesomeness

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