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Elemental TsunamiCreature 11


NHugeAquaticElementalWater
Source Pathfinder Bestiary
Perception +22 (darkvision)
Languages Aquan
Skills Athletics +23, Stealth +23
Str +6, Dex +6, Con +6, Int +0, Wis +3, Cha +0

AC 31; Fort +21; Reflex +22; Will +19;
HP 195
Speed 35 feet (swim 100 feet)
Immunities bleed, paralyzed, poison, sleep
Resistances Fire 10

Wave One Action +24 (+19, +14) to hit (reach 20) 2d12+12 Bludgeoning

Darkvision

A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

Water-Bound

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

Vortex (aura, water)

50 feet Aura


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 One Action (abjuration, primal, water)

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).

Surge Two Actions

The elemental tsunami quickly expands its space to fill the area of its vortex. Creatures within the vortex's emanation take 5d12+6 bludgeoning damage (DC 31 basic fortitude save). A creature that fails this save is Pushed 20 feet. The elemental tsunami then retracts to its former space.

The elemental tsunami can't Surge again for 1d4 rounds.

Push or Pull 10 feet One Action

The elemental tsunami can also pull the creature.


Requirements The monster's last action was a success with a Strike that lists Push in its damage entry.


Effect The monster automatically knocks the target away from the monster. Unless otherwise noted in the ability description, the creature is pushed 5 feet. If the attack was a critical hit, this distance is doubled.


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.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Water

Effects with the water trait either manipulate or conjure water. Those that manipulate water have no effect in an area without water. Creatures with this trait consist primarily of water or have a magical connection to the element.