Elder Elemental TsunamiCreature 14
Source Pathfinder Kingmaker
Perception +25 (darkvision)
Languages Thalassic
Skills Athletics +28, Stealth +28
Str +8, Dex +8, Con +8, Int +0, Wis +5, Cha +0
AC 36; Fort +26; Reflex +28; Will +23;
HP 260
Speed 35 feet (swim 100 feet)
Immunities bleed, paralyzed, poison, sleep
Resistances Fire 10
Wave
+30 (+25, +20) to hit (reach 20) 3d12+16 BludgeoningWater-Bound
When not touching water, the elemental tsunami is Slowed 1 and can't use reactions.
Vortex (aura, water)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 (disease)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
(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
The elemental tsunami quickly expands its space to fill the area of its vortex. Creatures within the vortex's emanation take (6d12+8) bludgeoning 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 1d4 rounds.
Push or Pull 10 feet
The elemental tsunami can also pull the creature.
Requirements The monster's last action was a successful Strike that lists Push in its damage entry
Effect The monster attempts to [/act shove] the creature. This attempt neither applies nor counts toward the monster's multiple attack penalty. If Push lists a distance, change the distance the creature is pushed on a success to that distance.
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
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.
AquaticAquatic creatures are at home underwater. Their bludgeoning and slashing unarmed Strikes don't take the usual –2 penalty for being underwater. Aquatic creatures can breathe water but not air.
ElementalCreatures directly tied to an element and native to the elemental planes. Elementals don't need to breathe.
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 connection to magical water.