Beneath Shattered Waves, the Forgotten Tidebringer

Emerged from the depths of the ocean, this colossal being resembles a living tidal wave, its form ever-shifting like the water itself. Glimmering scales reflect light in dazzling patterns, while its long, serpentine tail trails behind, merging with the very waves that swirl about it. Its eyes, glowing with hues of deep blue, betray a hint of intelligence and ancient wisdom. This creature commands the waters, able to manipulate tides with a mere flick of its iridescent fins. Wherever it swims, the air crackles with moisture and the scent of salt fills the air. It is a guardian of the forgotten ocean, seeking to reclaim power over the seas from those who have dared to exploit its depths. Encountering this being is not simply a battle; it is an experience, for the tides themselves will rise to aid it.


Large Elemental, Neutral

Armor Class 16 (Natural Armor)
Hit Points 120 (15d10 + 45)
Speed 0 ft., swim 60 ft.

STR DEX CON INT WIS CHA
22 (+6) 14 (+2) 17 (+3) 3 (-4) 15 (+2) 19 (+4)

Saving Throws Str +10, Con +7, Wis +6, Cha +8
Damage Immunities Poison, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Deafened, Frightened, Paralyzed, Petrified, Stunned
Senses Blindsight 60 ft. (blind beyond this radius), Darkvision 120 ft., Tremorsense 60 ft., Passive Perception 12
Languages Understands Aquan but cannot speak
Challenge 7 (2,900 XP)
Proficiency Bonus +3

Amphibious. The creature can breathe both air and water.

Tidal Manipulation (Recharge 5-6). The creature can create a 30-foot-radius sphere of swirling water centered on a point it can see within 120 feet. The area is difficult terrain for all creatures except the elemental. Any creature that starts its turn in the area must succeed on a DC 15 Strength saving throw or be pulled 15 feet toward the center and knocked prone. Creatures that succeed are not pulled or knocked prone and can move normally.

Innate Spellcasting. The creature's spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components:

  • At will: Create or Destroy Water, Dissonant Whispers
  • 3/day each: Control Water, Tidal Wave
  • 1/day each: Cone of Cold, Wall of Water

Multiattack. The creature makes three attacks: one with its Whirlwind Tail and two with its Aqua Blast.

Whirlwind Tail. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 22 (3d10 + 6) bludgeoning damage and the target must succeed on a DC 16 Strength saving throw or be pushed 10 feet away from the creature.

Aqua Blast. Ranged Spell Attack: +8 to hit, range 120 ft., one target. Hit: 14 (3d6 + 4) force damage, and the target's speed is halved until the end of its next turn.

Legendary Actions
The creature can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The creature regains spent legendary actions at the start of its turn.

  • Swirl (Costs 1 Action). The creature can manipulate the water around it, granting one ally within 60 feet a +10 bonus to their next attack roll before the end of their turn.
  • Cresting Wave (Costs 2 Actions). The creature brews a wave that crashes down in a 20-foot line that is 5 feet wide. Each creature in that line must make a DC 16 Dexterity saving throw, taking 20 (4d10) bludgeoning damage on a failed save, or half as much damage on a successful one.

When adventurers confront this being, they must grapple not only with its strength but also with the very nature of the sea itself, facing both physical attacks and the environmental challenges it conjures.