Tideborn (5e Creature)

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Tideborn[edit]

Medium humanoid (tideborn), neutral evil


Armor Class 13 (natural armor)
Hit Points 52 (8d8 + 16)
Speed 30 ft., swim 30 ft.


STR DEX CON INT WIS CHA
16 (+3) 15 (+2) 15 (+2) 10 (+0) 10 (+0) 10 (+0)

Proficiency Bonus +2
Senses darkvision 60 ft., passive Perception 10
Languages Aquan, Common
Challenge 1 (200 XP)


Amphibious. The tideborn can breathe air and water.

ACTIONS

Multiattack. The tideborn can use its Surging Water. It then makes one attack.

Spear. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage or 7 (1d8 + 3) piercing damage if used with two hands to make a melee attack.

Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

Surging Water. The tideborn conjures a stream of water that gushes forth at one creature it can see within 30 feet of it. The target must succeed on a DC 12 Strength saving throw or be pushed up to 15 feet in a straight line in a direction of the tideborn's choice. After using this action, the tideborn takes 3 (1d6) cold damage. This damage cannot be reduced or avoided by any means.

REACTIONS

Surging Finale. When the tideborn is reduced to 0 hit points, it conjures a stream of water that gushes forth at one creature it can see within 30 feet of it. The target must succeed on a DC 12 Strength saving throw or be pushed up to 15 feet in a straight line in a direction of the tideborn's choice. If the tideborn was reduced to 0 hit points by cold damage, it moves the creature up to 30 feet instead.
The tideborn can use Surging Finale even if it has already used a reaction this turn.

Tideborn are created by servants of evil elemental water from ordinary humanoids. Those transformed into tideborn lose all their hair, instead growing fins on their arms, legs and heads and patches of scales scattered across their bodies. Tideborn are incredibly calm, though they can become just as aggressive at a moment's notice, especially around elementals of water and fire, respectively.
Each tideborn has the ability to conjure a rushing stream of water, which flows with enough force to push others around. In battle, they use this ability to force their enemies into disadvantageous positions or to move their allies into advantageous ones.

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