Medium Elemental, Unaligned
Armor Class 18 Natural Armor
Hit Points 229 (17d10 + 136)
Speed 30 ft., Fly 60 ft., Swim 90 ft.
STR
22 (+6)
DEX
12 (+1)
CON
26 (+8)
INT
18 (+4)
WIS
17 (+3)
CHA
18 (+4)
Saving Throws DEX +5, WIS +7, CHA +8
Damage Resistances Acid, Cold, Lightning
Senses Blindsight 30 ft, Darkvision 120 ft, Passive Perception 13
Languages All Telepathy 120ft
Challenge 11 (7,200 XP)
Proficiency Bonus +4
Traits

Amphibious.
Aquarius can breathe air and water

Elemental Demise.
If Aquarius dies, her body disintegrates into a burst of water and foam.

Innate Spellcasting.
Aquarius' innate spellcasting ability is Charisma (Spell Save DC 16, +8 to hit with Spell Attacks). She can innately cast the following spells requiring no material components:
At Will: Create or Destroy Water, Detect Evil and Good, Detect Magic, Fog Cloud, Purifying Food and Drink
3/Day Each: Tongues, Water Breathing, Water Walk
1/Day Each: Conjure Elemental (Water), Control Water, Gaseous Form, Invisibility, Plane Shift

Actions

Multiattack.
Aquarius can make two attacks with her Water Trident.

Water Trident (Slice).
Melee Weapon Attack: +10
Reach: 5 ft, One target
Hit: 13 (2d6+6) Slashing or 15 (2d8+6) Slashing if used with two hands

Water Trident (Launch).
Ranged Weapon Attack: +10
Range: 20/60 ft, One target
Hit: 13 (2d6+6) Piercing

Water Jet.
Aquarius can magically shoot water in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 16 Dexterity saving throw. On a failure, a target takes 21 (6d6) bludgeoning damage and, if it is Huge or smaller, is pushed up to 20 feet away from Aquarius and knocked prone. On a success, a target takes half the bludgeoning damage, but is neither pushed nor knocked prone.

 

NajX

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