🔍 
Home Ancestries Backgrounds Bestiary Classes Conditions Deities Equipment Feats Spells

Tidal MasterCreature 9


LargeAquaticElementalWater
Source Pathfinder Bestiary
Perception +18 (darkvision)
Languages Thalassic
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 One Action +21 (+16, +11) to hit (reach 15) 2d12+11 Bludgeoning

Water-Bound

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

Vortex (aura, water)

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 One Action (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 feet One Action

The tidal master 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.


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

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.

Aquatic

Aquatic 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.

Elemental

Creatures directly tied to an element and native to the elemental planes. Elementals don't need to breathe.

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 connection to magical water.