Elemental TsunamiCreature 11
Source Pathfinder #220: Crypt of Runes
Perception +22 (darkvision)
Languages Thalassic
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
+24 (+19, +14) to hit (reach 20) 2d12+12 BludgeoningWaterbound
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.
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).
Mindwarp InkA creature damaged by an elemental tsunami in area A6 must attempt a DC 31 will save to resist being Stupefied 1 (or Stupefied 2 on a critical failure).
Surge
The elemental tsunami momentarily expands to fill the area of its vortex. Creatures within the aura take (5d12+6) bludgeoning 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 1d4 rounds.
Push or Pull 10 feet
The elemental tsunami can choose whether to push or pull the creature on a successful hit.
Push 1
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.
Pull 1
Requirements The monster's last action was a success with a Strike that lists Pull in its damage entry
Effect The monster attempts to Reposition the creature, moving it closer to the monster. This attempt neither applies nor counts toward the monster's multiple attack penalty. If Pull lists a distance, change the distance the creature is pulled on a success to that distance.
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.
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.