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From Pathfinder Bestiary, which isn't enabled.

Tidal Master

CREATURE 9

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.


Perception +18; darkvision
Languages Thalassic
Skills Athletics +20, Stealth +19
Str +5, Dex +5, Con +5, Int -1, Wis +3, Cha +0
Water-Bound

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


AC 28; Fort +18, Ref +21, Will +15
HP 155; Immunities bleed, paralyzed, poison, sleep; Resistances fire 10
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.


Speed 30 feet, swim 80 feet
Melee Wave +21 (reach 15), Damage 2d12+11 bludgeoning plus Push Or Pull 10 Feet
Drench (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

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 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.

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