Fishman. Atlanjir is part fish giving him the ability of breathing under water.
Waters Magic. Atlanji can cast create destroy water.
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.
Atlanjir can Attack again.
Splash. Atlanjir can turn into water and reforms after the attack making him immune to nonmagical attacks.
Water pulse (Costs 1 Action). Atlanjir causes a shock wave in the water knocking the player back 25ft
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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.
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