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Elemental Tsunami

Creature 11 — aquatic, elemental, water

SnareCrasherLANDAQUATICelementalwater

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; darkvision
Languages thalassic
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 (reach-20) +24, Damage 2d12+12 bludgeoning plus Push Or Pull 10 Feet

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

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.

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.

WORKS WELL WITH

AnvilAQUATICA durable frontline keeps enemies fixed inside the difficult terrain zone so a later burst catches more of the party.
SniperLAND / AQUATICA ranged attacker keeps dealing damage while allies are slowed by the difficult terrain and cannot easily close in.
CrasherAQUATICA mobile bruiser forces enemies together right as the area-wide surge expands, turning a positioning mistake into a bigger hit.

PUNISHES

✖ clumping✖ fire-based tactics✖ melee reliance
Away from water this elemental is Slowed and loses reactions, so pairing it with allies fighting on dry land wastes its potential.
Works well with · Punishes · Pairing advice Unlock with Tactics

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Stat block data sourced from the Foundry VTT PF2E system under the Apache License 2.0. Source book: Pathfinder Monster Core.

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