Tideborn Maelstrom (5e Creature)

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Tideborn Maelstrom[edit]

Medium humanoid (tideborn), neutral evil

Armor Class 15 (natural armor)
Hit Points 105 (14d8 + 42)
Speed 30 ft., swim 30 ft.

18 (+4) 15 (+2) 17 (+3) 10 (+0) 10 (+0) 10 (+0)

Senses darkvision 60 ft., passive Perception 10
Languages Aquan, Common
Challenge 5 (1,800 XP)

Amphibious. The tideborn can breathe air and water.

Death Burst. When the tideborn dies, it explodes in a burst of freezing water. Each creature within 10 feet of it must make a DC 15 Constitution saving throw, taking 10 (3d6) cold damage on a failed save, or half as much damage on a successful one. If the tideborn died because of cold damage, it deals 21 (6d6) cold damage instead.

Overflow (1/Day). As a bonus action, the tideborn can overflow with water for 1 minute. While it is overflowing, the tideborn can conjure a stream of water that gushes at one creature it can see within 30 feet of it once on each of its turns with no action required. The target must succeed on a DC 14 Strength saving throw or be pushed up to 30 feet in a straight line in a direction of the tideborn's choice. Additionally, the tideborn sheds bright light in a 30-foot radius and dim light for an additional 30 feet and takes 10 (3d6) cold damage at the start of each of its turns. This damage cannot be reduced or avoided by any means.


Multiattack. The tideborn makes two attacks.

Pike. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 9 (1d10 + 4) piercing damage.

Javelin. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage.

Tideborn maelstroms are a rarer and stronger variety of tideborn. They constantly drip saltwater from their eyes, noses, mouths, ears and even their skin. At a moment's notice, a maelstrom can tremendously increase the amount of water, forming a constantly rushing geyser, though doing so is incredibly draining. To recover, most tideborn maelstroms will immerse themselves completely in seawater.

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