Tide Ruler (5e Creature)

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Tide Ruler[edit]

Gargantuan elemental, neutral


Armor Class 18 (natural armor)
Hit Points 210 (20d20)
Speed 60 ft., swim 60 ft.


STR DEX CON INT WIS CHA
20 (+5) 1 (-5) 10 (+0) 20 (+5) 17 (+3) 20 (+5)

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 truesight 120 ft., passive Perception 19
Languages
Challenge 18 (20,000 XP)


Avoidance. If the tide ruler is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Legendary Resistance (3/Day). If the tide ruler fails a saving throw, it can choose to succeed instead.

Magic Weapons. The tide ruler's weapon attacks are magical.

Water Form. The tide ruler can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.

ACTIONS

Multiattack. The tide ruler uses Call or Rule Tide. It then uses Push.

Push. Each creature within 60 feet of the tide ruler must attempt a DC 19 Dexterity saving throw. On a failure, the creature takes 18 (4d8) bludgeoning damage and is pushed 30 feet away from the tide ruler. The tide ruler may forgo dealing damage to double the distance moved.

Call (Recharge 5-6). The tide ruler calls out to the very water elementals inside every being. Each creature within 30 feet of the tide ruler that is not undead, a construct, or an elemental (except for water elementals) must make a DC 19 Charisma saving throw. On a failed save, the creature drops to 0 hit points. On a successful save, the creature is frightened until the end of its next turn.

Rule Tide (Recharge 5-6). The tide ruler creates a torrent of water in a 60-foot line that is 15 feet wide. Each creature in that area must succeed on a DC 19 Constitution saving throw or be pushed 60 feet in the direction of the line.


Lady_of_the_Deep_Water.png
A tide ruler from Berserk chapter 213, [Source]

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.

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