Tideborn Exalted (5e Creature)

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Tideborn Exalted[edit]

Medium elemental (tideborn), neutral evil


Armor Class 16 (natural armor)
Hit Points 178 (21d8 + 84)
Speed 30 ft., swim 60 ft.


STR DEX CON INT WIS CHA
20 (+5) 15 (+2) 18 (+4) 12 (+1) 14 (+2) 16 (+3)

Saving Throws Con +9, Wis +7
Skills Athletics +10, Persuasion +13
Proficiency Bonus +5
Damage Resistances bludgeoning, piercing and slashing from nonmagical attacks
Damage Immunities cold, poison
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 60 ft., passive Perception 12
Languages Aquan, Common
Challenge 14 (11,500 XP)


Freezing Weapons. The tideborn's weapon attacks are magical. When the tideborn hits with any weapon, the weapon deals an extra 10 (3d6) cold damage (included in the attack).

Cold Absorption. Whenever the tideborn is subjected to cold damage, it takes no damage and instead gains a number of hit points equal to the cold damage dealt.

Chilled Body. A creature that touches the tideborn or hits it with a melee attack while within 5 feet of it takes 10 (3d6) cold damage.

Innate Spellcasting. The tideborn's innate spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). The tideborn can innately cast the following spells, requiring no material components:

At will: fog cloud, moonbeam
3/day each: control water, sleet storm, water walk
1/day: plane shift (self only)

Rejuvenation. If its water of life exists, a destroyed tideborn gains a new body in 1d10 days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the water of life.

ACTIONS

Multiattack. The tideborn can use its Submerging Demand. It then makes three attacks.

Pike. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 10 (1d10 + 5) piercing damage plus 10 (3d6) cold damage.

Javelin. Ranged Weapon Attack: +10 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 8 (1d6 + 5) piercing damage plus 10 (3d6) cold damage.

Submerging Demand (3/Day). The tideborn chooses up to three nonhostile creatures it can see within 30 feet of it. An affected creature can use its reaction to conjure a stream of water that targets one creature it can see within 30 feet of it. The target must succeed on a DC 17 Strength saving throw or be pushed up to 15 feet in a straight line in a direction of the affected creature's choice. Each creature that benefits from this action then takes 10 (3d6) cold damage. This damage cannot be reduced or avoided by any means. If this damage reduces an affected creature to 0 hit points, the tideborn regains hit points equal to the damage dealt.

Rushing Geyser (Recharge 5-6). The tideborn conjures a geyser of water in a 90-foot line that is 10 feet wide. Each creature in that line must make a DC 17 Strength saving throw. On a failed save, a creature takes 36 (8d8) bludgeoning damage and is pushed up to 30 feet in the direction of the line and knocked prone. On a successful save, a creature takes half as much damage and isn't pushed or knocked prone.


Tideborn exalted dwell in the depths of the ocean, where sunlight cannot reach and the pressure is crushing. As they swim, they are surrounded by deep-sea fish and lesser tideborn, as they can withstand those pressures, if only for a short time. Parts of a tideborn exalted's body appear to be made entirely from water, though their function is unimpeded.
The power of evil water has granted the tideborn eternal life, which is concentrated in a pool of water within the Plane of Water known as water of life. Drinking or bathing in this water is said to heal even the most terrible injuries and cure any disease. This water is typically kept in a magnificently ornamented basin within an equally magnificent room, with incredibly detailed bas reliefs painted in rich blues and breathtakingly beautiful mosaic floors made with pearlescent tiles. To kill a tideborn exalted, the water of life must be boiled away completely, undoing the magic which ensures the tideborn's immortality, though an ordinary flame cannot cause the water's temperature to rise at all. Instead, the flame must be imbued with the most potent elemental fire.

Elemental Nature. A tideborn exalted doesn't require air, food, drink, or sleep.

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