Gargantuan unknown, Unaligned
Armor Class 17 (natural armor)
Hit Points 522 (12d20 + 48)
Speed 40 ft., slithers like a snake , Swim 90 ft.
STR
26 (+8)
DEX
30 (+10)
CON
20 (+5)
INT
23 (+6)
WIS
18 (+4)
CHA
12 (+1)
Saving Throws STR +17, DEX +19
Damage Vulnerabilities Lightning
Damage Resistances Fire; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Grappled, Restrained
Senses Darkvision 60 ft., Tremorsense in water up to 120 ft, Passive Perception 20
Languages Abyssal, Aquan
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

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

Freeze. If aqua takes cold damage, he partially freezes; his speed is reduced by 20 feet until the end of his next turn.

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

 

Actions

Multiattack. Aqua makes two attacks one with his tail and one with his bite.

Tail attack: Melee Weapon Attack: +10 to hit, reach 100 ft., one target. Hit: (15d6 + 5) bludgeoning damage. If the target is a creature, it is grappled (escape DC 20). Until this grapple ends, the target is restrained, and auqa can't restrain another target this way 

Bite: Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: (8d8+5) piercing damage. If the target is a creature, it is grappled (escape DC 20). Until this grapple ends, the target is restrained, and Aqua can't bite another target

Whelm (Recharge 4–6). Each creature in Aquas space must make a DC 19 Strength saving throw. On a failure, a target takes (5d4+5) bludgeoning damage. If it is smaller than aqua, it is also grappled (escape DC 20). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. If the saving throw is successful, the target is pushed out of aquas space.

Aqua can grapple one huge creature or 2 large creatures or up to 4 Medium or 6 small creatures at one time. At the start of each of Aquas turns, each target grappled by him takes 13 (2d8 + 4) bludgeoning damage. A creature within 5 feet of one of the trapped creatures can pull a creature or object out of him by taking an action to make a DC 16 Strength and succeeding.

Legendary Actions
Aqua 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. Aqua regains spent legendary actions at the start of his turn.
Tail: make a tail attack (cost 1 legendary action)
Move: Aqua moves up to his speed. ( cost 1 legendary action)
Tidal wave: Aqua uses his body mass to flood the area in front of him and push his enemies away in a vicious flooding tidal wave That scales up to a height of 70 feet and travels up to 60 ft causing everyone hit by the wave to make a strength saving throw (dc 20) taking 7d12 bludgeoning damage on a failed save and pushed the entire distance the wave travels and half as much on a failed save without being pushed. when the attack is over the water flows back to rejoin the body. (costs 2 legendary actions)

Description

A large snake like creature with a body made entirely of a water like substance with large rows of fangs and green eyes

Vil_the_changling

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