Tidal Master

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

Attacks

Melee Wave +21 (reach 15 ft.), Damage 2d12+11 bludgeoning

Abilities

Water-Boundinteraction

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

Vortex

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.

Drench

The elemental puts out all fires in a 10-foot area.

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

Push or Pull 10 feet

The tidal master can also pull the creature.


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.