Elder Elemental Tsunami
Level 14Attacks
Abilities
When not touching water, the elemental tsunami is Slowed 1 and can't use reactions.
50 feet. Water in the area that is in the same body of water as the elemental tsunami is difficult terrain for Swimming creatures that don't have the water trait.
A creature that takes damage from an elder elemental tsunami's wave Strike or Surge is exposed to blinding sickness. Saving Throw DC 34 fortitude Stage 1 carrier with no ill effects Stage 2 Enfeebled 1 (1 day) Stage 3 Enfeebled 2 (1 day) Stage 4 enfeebled 2 and permanently Blinded (1 day) Stage 5 Enfeebled 4 (1 day) Stage 6 Unconscious (1 day) Stage 7 death
The elemental puts out all fires in a 20-foot emanation. It extinguishes all non-magical fires automatically and attempts to counteract magical fires (+20 counteract modifier).
The elemental tsunami quickly expands its space to fill the area of its vortex. Creatures within the vortex's emanation take (6d12+8) bludgeoning damage (DC 34 fortitude save). A creature that fails this save is Pushed 20 feet. The elemental tsunami then retracts to its former space. A creature that takes damage is exposed to blinding sickness. The elemental tsunami can't Surge again for 1d4 rounds.
The elemental tsunami can also pull the creature. Requirements The monster's last action was a successful Strike that lists Push in its damage entry Effect The monster attempts to Shove the creature. This attempt neither applies nor counts toward the monster's multiple attack penalty. If Push lists a distance, change the distance the creature is pushed on a success to that distance.
Description
Elemental tsunamis are huge and destructive.
Water elementals can be very destructive, but often not intentionally so; just as water can bring life to those in need on the Material Plane, its waves can pound shores and rains can flood cities. Water elementals are similarly difficult to predict.