Regeneration. If the Aquonix dies it reapears in its layer after 12 hours.
Water Form. The Aquoinx can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.
Legendary Resistance (3/Day). If the Aquonix fails a saving throw, it can choose to succeed instead.
Unusual Nature. The Aquonix doesn't need to breath, sleep, eat or drink.
Spellcasting. The Aquonix casts one of the following spells, requiring no material components.
Tidal Wave (Recharge 2). The Aquonix magically creates a wave of water that extends from a point it can see within 120 feet of itself. The wave is up to 250 feet long, up to 250 feet tall, and up to 50 feet wide. Each creature int he wave must make a DC 24 Strength saving throw. On a failded save, a creature takes 51 (8d12) bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn't knocked prone. The water spreads out across the ground in all directions, extinguishing unprotected flames in its area and within 250 feet of it, and then vanishes.
Sirens Song. (Range 60ft, 1 action), The Aquonix calls to the sailors and encourages them to jump off their ship and drown, DC 20 (WIS SAVE).
Camouflage. (Duration 2h, 1 action), The Aquonix is invisible underwater if one stares really hard you may see the faint shape of a bird, DC 22 (Perception Check).
Greater Thaumaturgy. The Aquonix can do the same effects of the regular Thaumaturgy except it can do it for longer up to 30 minutes and it can control weather such as make it rain, clear the skies, make dark thunder clouds roll in, etc. It can not use the weather or the other effects to damage anything or anyone.
Greater Control Water. (Duration 20min, Range 300ft.) The Aquonix can control the water around it since it is the heart of it. (Based off of the spell control water, it has similar affects as the spell)
Multiattack. The Aquonix can make three attacks, one with its bite, one with its Wing Wave and one with its claws.
Bite. Melee Weapon Attack: + 9 to hit, reach 10ft., one target. Hit: 25 (4d10+8) peircing damage.
Claw. Melee Weapon Attack: + 8 to hit, reach 10ft., one target. Hit: 21 (4d10+3) slashing damage.
Wing Wave. Ranged Weapon Attack: + 9 to hit, range 80/100ft. 5ft. by 20ft. cube, any target within cube. Hit: 26 (4d12+2) bludgeoning damage.
Heat Blast. Ranged Weapon Attack: + 10 to hit, range 100/120ft. Cone, one target. Hit: 30 (5d10+9) peircing damage, and 9 (1d10+8) fire damage.
Hide (3/Day). The Aquonix casts the greater invisibility spell this will last for 2 hours or until it damages another living creature.
Friends. The Aquonix can grant the following abilities to non-hostile creatures within a 100 ft raidus of itself: Water Breathing, Alter Self (only fins), Pressure Immunity.
Shifting Elements. The Aquonix can change its form from water to steam to ice.
Call of the Tempest (3/Day). The elemental channels its power, summoning a swirling vortex in the sky above it. This vortex lasts until the end of the elemental's next turn and creates the following effects in a 60-foot radius around the elemental. The Aquonix can only do this while out of the water.
- Driving Rain. The rain makes it difficult to see and hear. Creatures in the area have disadvantage on Wisdom (Perception) checks.
- Howling Winds. The strong winds make it difficult to move and attack. Ranged weapon attacks made into or out of the area have disadvantage on the attack roll. Creatures that are flying or that have a flying speed must make a Strength saving throw at the start of their turn or be knocked prone.
Protection. When something attempts or does hurt the ecosystem that the Aquonix protects the Aquonix gains the following abilities until the start of its next turn:
- Its speed increases by however much it wants.
- It knows the exact location of where the ecosystem is being damaged and how.
- All rolls gain are +1d8. As long as the roll being made helps the Aquonix protect its territory.
Opportunity attack. If a creature moves out of a 10 ft area around the Aquonix, without disengaging, the Aquonix can do any non-spell attack
Disappear. If it feels at all threatened it can instantly teleport to its layer, if the Auqoinx takes damage it can not use this for 1 min.
Shifting Sands. When a creature moves within the Aquonix's reach, it can swap places with another creature within 60 feet of it.
Embrace the Waters. When the elemental is damaged while submerged in water, it can magically channel the water's power to reduce the damage it takes. Until the end of its next turn, any damage the elemental suffers is reduced by half.
The Aquonix can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Aquonix regains 2 spent legendary actions at the start of its turn.
Whirlpool. The elemental creates a whirlpool in a 30-foot radius around itself. Each creature in the area must make a DC 25 Dexterity saving throw or be pulled into the whirlpool and take 25 (5d10) bludgeoning damage.
Tidal Wave. The Aquonix makes one Tidal Wave attack.
Water Whip. The elemental lashes out with a tentacle of water, dealing 20 (4d10) bludgeoning damage to one target.
Description
The Aquonix is a huge celestial monster. Its alignment is neutral. It looks exactly like a phoenix except it is purely made of water. The water appears to be circulating through its body. It is also the heart of the body of water that it is in. Meaning if it leaves this particular body of water for more than two to three days at a time the lake, ocean, etc, will slowly begin to lose its life and color. An Aquonix's territory is either one whole lake or a section of ocean that is a 100 square mile area. It will do anything in its power to keep this bit of ocean alive and well. If anything hurts the ecosystem it will destroy it. The Aquonix will stay away from people unless they go into its territory or they attack it. You can ride them if you gain their trust. If you don't have their trust and you try to ride them they will kill you. However, if you do have their trust and ride them you will become immune to water pressure, and any water or ice damage as long as you are with 100ft of them, and gain the ability to breathe underwater. .
Lair and Lair Actions
Deep under civilization in the darkest parts of the lakes and oceans lies the Aquonix's lair. Within the volcanic caves of the deep sea the Aquonix resides. Its lair gleams with precious artifacts. In lakes its lair is created from the rock in the deepest part of the lake. The Aquonix shapes its lair using the water to create whatever suits it best. Its lair is always located at the deepest part of its territory. To get to the lairs you have to navigate through a complex maze of extremly hot and very dark caves, these can sometimes go on for miles. At the center of these mazes is were the Aquonix lives and keeps it treasures. It spends most of its time swiming around and checking that its territory stays safe so its lair is sometimes deserted.
Lair Actions:
Intruder. If the Aquoinx is within its terrtiory it instatly knows when someone is in its lair, in which case it can get to its lair in 2 minutes from anywhere in its territory.
Help. The Aquonix can call on all of the creatures currently in its territory to help protect its layer to resits this you have to succeed in a DC 20 wisdom saving throw.
Pressure. The Aquonix can increase the pressure within its lair crushing almost anything. The pressure equates to 10,000 extra feet of water on top of you.
Unfair Advantage. While the Aquonix is in its lair it has advantage on all saving throws and attack rolls.
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Posted Nov 19, 2024hey everyone i have been working on this monster for months so i would really apriciate if you give me some views