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Hulk-Tide

Gargantuan construct, unaligned

AC
19
HP
214
Speed
30
CR
14

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 214 (13d20 + 78)

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 Attack Roll: +10, reach 20 ft. Hit: 31 (4d12 + 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 36 (8d8) 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.

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Further reading

Jetpack7 Game Master Series
The Game Master's Book of Random Encounters
Jeff Ashworth · 2020
The Game Master's Book of Traps, Puzzles and Dungeons
Jeff Ashworth · 2022
The Game Master's Book of Legendary Dragons
Aaron Hübrich · 2022