Large Elemental, Chaotic Neutral
Armor Class 16 (natural armor)
Hit Points 132 (12d10 + 60)
Speed 40 ft., Swim 60 ft.
STR
22 (+6)
DEX
16 (+3)
CON
20 (+5)
INT
5 (-3)
WIS
14 (+2)
CHA
7 (-2)
Damage Vulnerabilities Thunder
Damage Resistances Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Cold, Poison
Senses Darkvision 60 ft., Passive Perception 12
Languages Primordial
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Feed on Cold. If the Crasher takes cold damage from a spell or other magical effect, its size increases by one category. If there isn’t enough room for the crasher to increase in size, it attains the maximum size possible in the space available. While the crasher is Huge or bigger, it makes Strength checks and saving throws with advantage.

If the crasher starts its turn at Gargantuan size, it releases the energy in a burst-like wave. Each creature within 30 feet of the crasher must make a DC 15 Dexterity saving throw, taking 28 (8d6) cold damage on a failed save, or half as much damage on a successful one. The wave causes creatures who failed the save to be pushed up to 10 ft., away from the crasher and knocked prone. those who succeed on the savings are not pushed or knocked prone The crasher’s size then becomes large.

Form of Earth and Water. The weird can move through a space as narrow as 1 inch wide without squeezing. In addition, the weird can enter a hostile creature’s space and stop there. The first time the crasher enters another creature’s space on a turn, that creature takes 5 (1d10) cold damage.

Frigid Body. A creature that touches the crasher or hits it with a melee attack while within 5 feet of it takes 5 (1d10) cold damage.

Siege Monster. The crasher deals double damage to objects and structures.

Actions

Multi-attack. The Wave crasher can make two attacks. one with its slam another with its whelm. or two slam attacks.

Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 17 (2d10+6) bludgeoning damage plus 7 (2d6) fire damage, or 21 (2d12+6) bludgeoning damage plus 14 (4d6) fire damage if the weird is Huge or bigger.

Whelm (Recharge 4–6). Each creature in the Crasher's space must make a DC 16 Strength saving throw. On a failure, a target takes 13 (2d8 + 4) bludgeoning damage. If it is Large or smaller, it is also grappled (escape DC 16). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. If the saving throw is successful, the target is pushed out of the elemental's space.

The crasher can grapple one Large creature or up to two Medium or smaller creatures at one time. At the start of each of the crasher's turns, each target grappled by it takes 15 (2d8+6) bludgeoning damage. A creature within 5 feet of the crasher can attempt to pull a creature or object out of it by taking an action to make a DC 16 Strength check and succeeding.

Description

the sound of crashing waves upon the deep cliff side beside you sounds peaceful at first until you realize that each time the sound of waves echo's behind you it seems to get closer and closer. As you begin to realize this it seems a cold splash of the waves, hard stones, and small chunks of ice hit you sending you flying away. or possibly engulfing you in a watery embrace and tomb. they say for sailors a bad squall and coastline to run your ship against is the worst, however, some adventures would care to disagree when a wave crasher is involved as it is a walking coastline in its own rights, that feels not for the ships that fail to steer clear of its wake and path. most Wave crashers stand between 10 and 15 ft. tall usually having a larger section of frozen ice or stone sticking out of its body, in which some claim the starting of the looking out of icebergs came from. this creature however can be seen up and down the frozen coasts and warm beaches that coat and dot where the lands and sea meet. 

Monster Tags: Elemental

Habitat: ArcticCoastal

LionSoul378

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