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Elemental Tsunami

Creature 11 — aquatic, elemental, water

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.

Source: pathfinder-monster-core

Perception +22
Skills athletics +23, stealth +23
Str
+6
Dex
+6
Con
+6
Int
+0
Wis
+3
Cha
+0
AC 31 Fort +21 Ref +22 Will +19
HP 195
Immunities bleed, paralyzed, poison, sleep
Resistances fire 10
Speed 35 feet, swim 100 feet

Offense

Melee Wave +24, Damage 2d12+12 bludgeoning

Abilities

Waterbound — 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).
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 Push Pull 1 Pull

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