Tide Tyrant
Huge elemental, chaotic neutral
Where the tide race narrows between the drowned fences, the water sometimes stands up and decides. A tide tyrant is that decision still standing, dragging boats sideways to hear the crews argue. It does not hate the harbour; it collects the toll the harbour forgot to charge.
Armor Class 17 (hardened brine)
Hit Points 195 (17d12 + 85)
Speed 30 ft., swim 60 ft.
- STR
- 20 (+5)
- DEX
- 14 (+2)
- CON
- 20 (+5)
- INT
- 10 (+0)
- WIS
- 14 (+2)
- CHA
- 12 (+1)
Saving Throws Con +9, Str +9
Skills Athletics +9
Damage Resistances lightning, thunder
Damage Immunities poison
Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses darkvision 60 ft., passive Perception 12
Languages Aquan, Common
Challenge 9
Traits
Amphibious. The tyrant can breathe air and water.
Siege Current. The tyrant deals double damage to objects and structures.
Actions
Multiattack. The tyrant makes two storm slam attacks.
Storm Slam. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 31 (4d12 + 5) bludgeoning damage.
Whirlpool Pull. The tyrant churns the flats in a 30-foot radius around itself. Each creature in the water there must succeed on a DC 17 Strength saving throw or take 27 (6d8) bludgeoning damage and be pulled 15 feet toward the tyrant. On a success the creature takes half damage and is not pulled.





