Elemental Tsunami

Level 11
Creature· aquaticHugeRemaster
AC
31
HP
195
Speed
35 ft.
Perception
+22
Fort
+21
Ref
+22
Will
+19
Immunities bleed, paralyzed, poison, sleep
Resistances fire 10
Languages thalassic
Senses darkvision
Skills athletics +23, stealth +23
Other Speeds swim 100 ft.
Recall Knowledge DC 28 (nature)

Attacks

Melee Wave +24 (reach 20 ft.), Damage 2d12+12 bludgeoning

Abilities

Waterboundinteraction

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.

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 momentarily expands to fill the area of its vortex. Creatures within the aura take (5d12+6)[bludgeoning|options:area-damage] damage with a DC 31 fortitude save. A creature that fails this save is pushed 20 feet.

The elemental tsunami then shrinks to its normal space and can't Surge again for .

Push or Pull 10 feet

The elemental tsunami can choose whether to push or pull the creature on a successful hit.


Push 1


Pull 1

Elemental tsunamis are huge and destructive, having none of the caring or nurturing aspects of water.


Water elementals can be very destructive, but often not intentionally so; just as water can bring life to mortals in need, its waves can pound shores and rains can flood cities. Water elementals are similarly difficult to predict.