16 (natural armor)
115 (11d10 + 55)
30 ft., swim 40 ft.
History +6, Intimidation +7, Perception +6
darkvision 90 ft.
Aquan, Common, Sahuagin
7
Atlantia can breathe air and water.
Atlantia has advantage on ability checks and saving throws made to escape a grapple.
Atlantia's innate spellcasting ability is Charisma (spell save DC 15, +7 to spell attacks). She can innately cast the following spells, requiring no material components: • At will: blade ward, message, minor illusion • 3/Day each: comprehend languages, darkness, detect magic • 1/Day each: blur, dimension door, suggestion
Atlantia makes four tentacle attacks.
Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 10 (1d8 + 6) bludgeoning damage.
A 60-foot-radius cloud of ink extends all around Atlantia if she is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, Atlantia can use the Dash action as a bonus action.