Gargantuan Elemental, Neutral Good
Armor Class 19 (natural armor)
Hit Points 328 (16d20 + 160)
Speed 40 ft., Swim 120 ft.
STR
28 (+9)
DEX
24 (+7)
CON
30 (+10)
INT
14 (+2)
WIS
16 (+3)
CHA
16 (+3)
Saving Throws STR +15, DEX +13, CON +16
Damage Resistances Force
Damage Immunities Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 16
Languages Aquan, Common, Druidic, Elvish, Primordial, Sylvan
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

Legendary Resistance (3/Day). If Angajuk fails a saving throw, he can choose to succeed instead.

Siege Monster. 
Angajuk deals double damage to objects and structures.

Water Form. 
Angajuk can enter a hostile creature's space and stop there. He can move through a space as narrow as 1 inch wide without squeezing.

Magic Weapons.
Angajuk's weapon attacks are magical.

Actions
Multiattack. 

Angajuk makes two Slam attacks and one Tail attack.

Slam. 

Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 21 (2d12 + 8) bludgeoning damage plus 13 (2d12) force

Tail. 

Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 19 (2d10 + 8) bludgeoning damage plus 10 (3d6) force

Tidal Wave (Recharge 6). 

Angajuk magically creates a wave of water that extends from a point he can see within 120 feet. The wave is up to 250 feet long, up to 250 feet tall, and up to 50 feet wide. Each creature in the wave must make a DC 24 Strength saving throw. On a failed save, a creature takes 45 (7d12) 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 it vanishes.

Restoration of the Ancients (Recharges after a Long Rest)
A wave of rejuvenating energy flows out from Angajuk. Each friendly creature within 120 feet of Angajuk magically regains 50 (8d8 + 14) hit points, is freed from any curse, charm, disease, poison, blindness, or deafness, and gains a +5 bonus to AC and saving throws until the end of their next turn.

Korago

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