Elder Elemental Tsunami
Creature 14 — aquatic, elemental, water
Pre-Remaster content. May include legacy alignment.
SnareAnvilLANDAQUATICelementalwateraquatic
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.
Source: kingmaker-bestiary (Pre-Remaster)
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
Ref +28
Will +23
HP 260
Immunities bleed, paralyzed, poison, sleep
Resistances fire 10
Speed 35 feet, swim 100 feet
Offense
Melee Wave (reach-20) +30, Damage 3d12+16 bludgeoning plus Blinding Sickness, Push Or Pull 10 Feet
Abilities
Water-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
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).
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.
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 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.
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.
WORKS WELL WITH
SniperAQUATIC / LANDRanged allies can stay outside the Vortex's difficult terrain while the tsunami controls the battlefield's water.
CrasherAQUATIC / LANDA mobile striker finishes off targets the tsunami's Push or Pull has separated from the group.
WeaverAQUATIC / LANDA caster stacks additional saves onto targets already struggling against Blinding Sickness.
PUNISHES
✖ clumping✖ melee reliance✖ low Fortitude
Best staged in or near a large body of water; Water-Bound leaves it Slowed and without reactions once away from water.
Works well with · Punishes · Pairing advice
Unlock with Tactics
Run Elder Elemental Tsunami in the encounter builder — free, no install.
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