Tidal Master

Level 9
Creature· aquaticLargeLegacy
AC 28
HP 155
Speed 30 ft.
Fort +18
Ref +21
Will +15
Perc +18
Size Large
Common
Immunities bleed, paralyzed, poison, sleep
Resistances fire 10
Languages thalassic
Senses darkvision
Speeds 30 ft., swim 80 ft.
Skills athletics +20, stealth +19
Recall Knowledge nature DC 26

Attacks

Melee Wave +21/+16/+11(reach 15 ft.)
Damage: 2d12+11 bludgeoning
Effect: push or pull 10 feet

Abilities

Water-Boundinteraction

When not touching water, the tidal master is Slowed 1 and can't use reactions.

Vortexdefensive(aura, water)

40 feet. Water in the area that is in the same body of water as the tidal master is difficult terrain for Swimming creatures that don't have the water trait.

Drenchoffensive(primal, water)

The elemental puts out all fires in a 10-foot emanation. It extinguishes all non-magical fires automatically and attempts to counteract magical fires (+20 counteract modifier).

Push or Pull 10 feetoffensive

The tidal master 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

Tidal masters use their power over waves and water to drown their enemies.


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.