Tidal Wave Elemental

Tidal Wave Elemental
Simple Monster, XP 30000
Level 25 (+9)
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{{{Description}}}
Awareness
26
Senses
Darkvision
Proximity
100ft
High Tide
The Tidal Wave elemental has an Aura of water 2ft deep. Each round it may make an attack on all creatures within the Aura, +19 vs Fortitude. On a hit, the target is Confined [SE, ST 4d10 vs STR]. (Legendary)
Initiative
28/1d6
Hitpoints: 967
Healing Value: 193
Resilience: +6
Morale
3
AC
24/24
Touch
24
Fort
28
Reflex
24
Will
21
Defenses
Resistances: Weapon (50%), Cold (DR 90, 50%), Sonic (50%), Necrotic (Imm), Radiant (Imm), Align. Dam (Imm). Immune to Death, Diseases, Paralysis, Poisons & Toxins, Sleep, Energy Damage, and Immunt to any water based attacks.
Vulnerabilities: None
Attributes / Saving Throws (1 AP)
STR
32 / 39
DEX
20 / 27
CON
23 / 30
INT
10 / 15
WIS
11 / 16
CHA
11 / 16
REC 6
Actions (+3 AP)
Standard Attacks (2 AP)
+21 vs AC
Slam [Opportunity]
6d8+13 (avg 40) Bludgeoning damage
Melee Reach 25ft
+21 vs AC
Wave
Target up to 4 continuous creatures within reach. On a hit, deal 6d8+13 (avg 40) Bludgeoning damage. (Basic)
6d8+13 (avg 40) Bludgeoning damage
Grapple +37
Special Attacks (3 AP)
+19 vs Fortitude
Engulf
The Tidal Wave elemental moves up to its skirmish speed, moving into the space of one or more creatures. Any creatures occupying the same space as the Tidal Wave elemental at the end of its movement are subject to attack. On a hit, creatures suffer 6d8+40 (avg 67) Bludgeoning damage and are Restrained and Drowning [SE, ST 5d10 vs STR]. (Advanced)
+19 vs Reflex
Undertow
The Tidal Wave creates a small current, targeting up to 4 creatures within its Aura. On a hit, the target is Pulled [4d6 x 5]ft towards the Tidal Wave Elemental. If this pulls the target into the Tidal Wave elemental's space, the target also suffers 6d8+40 (avg 67) Bludgeoning damage and are Restrained and Drowning [SE, ST 5d10 vs STR]. (Advanced)
+21 vs AC
Tidal Wave [Limit 1/combat]
The Elemental rears back, rising high, before unleasing its fury on all in its path. Targets all creatures in a 100ft cone (25ft wide at origin). On a hit, targets suffer 6d8+67 (avg 94) Bludgeoning damage and are Restrained and Drowning [SE, ST 6d10 vs STR]. Additionally, structures within the area are subject to attack, Durability +25 vs Durability. (Ultimate)
Immediate Actions
Flood
No Action [0 HP]
When the Elemental is reduced to 0 hitpoints, it looses cohesion, and water floods the immediate area. Within 100ft, waters rise to 15ft, engulfing creatures within the area and catching them in a strong current. Creatures must succeed a Swim check [DC 25] or they are Drowning [SE, ST 5d10 vs STR]. Depending on the topography of the area, the flood will recede in a manner of rounds, minutes, or phases (GMs discretion). (Legendary)
Move (1 AP), Double Move (3 AP)
Shift
5 ft
Skirmish
30 ft
Swim
120 ft
Overland Movement
120 mi/day
Qualities
Skills: Rank 4 Balance [+13], Rank 4 Stealth [-10], Rank 7 Swim [+22], Rank 7 Listen [+14], Rank 9 Spot [+18], Rank 3 Investigate [+6], Rank 1 Charm [+2], Rank 4 Coercion [+16], Rank 2 Manipulation [+4], Rank 2 Persuasion [+4], Rank 2 Aloofness [+4], Rank 6 Bravery [+15], Rank 4 Intuition [+8], Rank 1 Tolerance [+2], Rank 4 Suspicion [+8]
Feats: Improved Speed [3], Mental Fortification, Fast Initiative [2], Great Morale, Heavy Hitter
Philosophies: Rank 2 Mental, Rank 7 Physical, Rank 9 Elemental
Combat Training: Melee 5, Parry 3, Fort 4, Reflex 3, Will 2
Wits: {{{Wits}}}, Brawn: {{{Brawn}}}
Equipment: None
Charm
+2
Coercion
+16
Deception
0
Manipulation
+4
Persuasion
+4
Aloofness
+4
Bravery
+15
Intuition
+8
Tolerance
+2
Suspicion
+8
Social
Composure: 19
Languages: Primal
Motives:
Prejudices: