Hulk-Tide
Gargantuan construct, unaligned
Not the hulk and not the tide but the argument between them, settled. When the spring tide lifts the whole berth — mud, pilings, hulk and all — the hulk-tide walks, and the drowned fences go down like grass. It does not steer. The water steers, and the hull remembers how.
Armor Class 19 (tide-fused hull)
Hit Points 280 (17d20 + 102)
Speed 30 ft., swim 50 ft.
- STR
- 20 (+5)
- DEX
- 8 (-1)
- CON
- 22 (+6)
- INT
- 6 (-2)
- WIS
- 18 (+4)
- CHA
- 6 (-2)
Saving Throws Con +11, Str +10
Skills Athletics +10
Damage Immunities poison, psychic
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 120 ft., passive Perception 14
Languages understands Common but cannot speak
Challenge 14
Traits
Legendary Resistance (3/Day). If the hulk-tide fails a saving throw, it can choose to succeed instead.
Siege Tide. The hulk-tide deals double damage to objects and structures.
Debris Shield. As a bonus action, the hulk-tide raises wreckage around itself and gains a +2 bonus to AC until the start of its next turn. While shielded, ranged attacks against it have disadvantage.
Immutable Form. The hulk-tide is immune to any spell or effect that would alter its form.
Actions
Multiattack. The hulk-tide makes two hull slam attacks.
Hull Slam. Melee Weapon Attack: +10 to hit, reach 20 ft., one target. Hit: 44 (6d12 + 5) bludgeoning damage.
Tidal Slam (Recharge 5–6). The hulk-tide brings the whole berth down. Each creature within 30 feet must make a DC 18 Strength saving throw, taking 54 (12d8) bludgeoning damage and being knocked prone on a failure, or half as much and not prone on a success.
Legendary Actions
Hull Slam. The hulk-tide makes one hull slam attack.





