Large elemental, Chaotic Neutral
| Armor Class | 17 (natural armor) |
|---|---|
| Hit Points | 229 (17d10 + 136) |
| Speed | 30 ft., fly 60 ft., swim 90 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 22 (+6) | 12 (+1) | 26 (+8) | 18 (+4) | 17 (+3) | 18 (+4) |
| Saving Throws | Cha +8, Dex +5, Wis +7 |
|---|---|
| Skills | — |
| Damage Vulnerabilities | — |
| Damage Resistances | acid; cold; lightning |
| Damage Immunities | — |
| Condition Immunities | — |
| Senses | blindsight 30 ft., darkvision 120 ft., passive Perception 13 |
| Languages | Aquan |
| Challenge | 11 |
Shanzezim can breathe air and water.
If Shanzezim dies, its body disintegrates into a burst of water and foam, leaving behind only equipment Shanzezim was wearing or carrying.
Shanzezim makes two trident attacks.
Melee or Ranged Attack Roll: +10 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 13 (2d6 + 6) piercing damage, or 15 (2d8 + 6) piercing damage if used with two hands to make a melee attack.
Shanzezim magically shoots 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 Shanzezim and knocked prone. On a success, a target takes half the bludgeoning damage, but is neither pushed nor knocked prone.
Shanzezim's innate spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
At will: create or destroy water, detect evil and good, detect magic, fog cloud, purify food and drink
3 each/day: tongues, water breathing, water walk
1 each/day: conjure elemental (water elemental only), control water, gaseous form, invisibility, plane shift