Tidal MasterCreature 9
Source Pathfinder Bestiary
Perception +18 (darkvision)
Languages Aquan
Skills Athletics +20, Stealth +19
Str +5, Dex +5, Con +5, Int -1, Wis +3, Cha +0
AC 28; Fort +18; Reflex +21; Will +15;
HP 155
Speed 30 feet (swim 80 feet)
Immunities bleed, paralyzed, poison, sleep
Resistances Fire 10
Wave +21 (+16, +11) to hit (reach 15) 2d12+11 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-BoundWhen not touching water, the tidal master is Slowed 1 and can't use reactions.
Vortex (aura, water)40 feet Aura
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 (abjuration, 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 feetThe tidal master 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.
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.
Traits
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.
WaterEffects 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.