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Tide Tyrant

Huge elemental, chaotic neutral

AC
17
HP
195
Speed
30
CR
9

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.

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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