Tidal Master
Creature 9 — aquatic, elemental, water
Pre-Remaster content. May include legacy alignment.
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.
Source: pathfinder-bestiary (Pre-Remaster)
Perception +18
Skills athletics +20, stealth +19
Str
+5
Dex
+5
Con
+5
Int
-1
Wis
+3
Cha
+0
AC 28
Fort +18
Ref +21
Will +15
HP 155
Immunities bleed, paralyzed, poison, sleep
Resistances fire 10
Speed 30 feet, swim 80 feet
Offense
Melee Wave +21, Damage 2d12+11 bludgeoning
Abilities
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 (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.
Push
Run Tidal Master in the encounter builder — free, no install.
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