Tide Ruler
As the smallest of water elementals formed currents in the seas of the Elemental Plane of Water, they gradually coalesced into a manifestation of the currents themselves. These amorphous, vaguely humanoid figures attempt to maintain balance in the grand sea, only fighting those that would destroy the order of the realm, rather than any of its inhabitants that would engage in its natural chaos. Tide rulers who somehow find themselves in the physical world are often revered as polytheistic gods.
Armor Class 18 (natural armor)
Hit Points 210 (20d20)
Speed 30 ft.
Saving Throws Str +11, Dex +1, Con +6, Cha +11
Skills Arcana +11, Insight +9, Nature +11, Perception +9, Stealth +1 Proficiency Bonus +6
Damage Vulnerabilities cold
Damage Resistances bludgeoning, piercing, and slashing from magical attacks
Damage Immunities fire, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities charmed , deafened , exhaustion , frightened , grappled , paralyzed , petrified , poisoned , prone , restrained , stunned
Senses passive Perception 10
Languages —
Challenge 18 (20.000 XP)
Actions
Reactions
Legendary Actions
⚠️ Community Homebrew Content
This content was imported from a community wiki. It has not been vetted for game balance by BubblyBards. Use at your own discretion.
Source: D&D Wiki - Tide Ruler (5e Creature)
This content is available under the GNU Free Documentation License 1.3. Original authors credited on the source wiki page.
Formatted by BubblyBards.