Elder Elemental Tsunami

Level 14
Creature· aquaticHugeLegacy
AC
36
HP
260
Speed
35 ft.
Perception
+25
Fort
+26
Ref
+28
Will
+23
Immunities bleed, paralyzed, poison, sleep
Resistances fire 10
Languages thalassic
Senses darkvision
Skills athletics +28, stealth +28
Other Speeds swim 100 ft.
Recall Knowledge DC 32 (nature)

Attacks

Melee Wave +30 (reach 20 ft.), Damage 3d12+16 bludgeoning

Abilities

Water-Boundinteraction

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

Vortex

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.

Blinding Sickness

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

Drench

The elemental puts out all fires in a 20-foot area.

It extinguishes all non-magical fires automatically and attempts to counteract magical fires ( counteract modifier).

Surge◆◆

The elemental tsunami quickly expands its space to fill the area of its vortex. Creatures within the vortex's emanation take (6d12+8)[bludgeoning|options:area-damage] 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 .

Push or Pull 10 feet

The elemental tsunami can also pull the creature.


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.