Creature profile
| Type | Huge undead, neutral |
|---|---|
| Armor Class | 18 (living water) |
| Hit Points | 168 (16d12 + 64) |
| Speed | 20 ft., swim 60 ft. |
| Ability Scores | STR 22 (+6), DEX 12 (+1), CON 18 (+4), INT 16 (+3), WIS 19 (+4), CHA 20 (+5) |
| Saves and Skills | Constitution +8, Wisdom +8, Charisma +9; resistance to cold, necrotic, psychic, and nonmagical weapons |
| Senses | blindsight 60 ft., passive Perception 14 |
| Languages | all languages spoken by Hollowmere’s dead; telepathy 120 ft. |
| Challenge | 11 (7,200 XP) |
Traits
Amorphous. The Tide moves through a one-inch gap and shares spaces with other creatures. Memorial Vulnerability. Each completed memorial success removes one damage resistance until the end of its next turn. Siege Monster. It deals double damage to objects and structures.
Actions
Multiattack. Two Memory Surge attacks. Memory Surge. Melee Spell Attack: +9 to hit, reach 20 ft.; 18 (3d8 + 5) psychic, and the target moves 15 feet in a direction chosen by the Tide. Archive of Grief (Recharge 5-6). Creatures in a 30-foot cone make a DC 16 Wisdom save or are frightened for one minute, repeating the save at each turn’s end. Flood Platform. One 20-foot area within 90 feet becomes deep water until initiative count 20 of the next round.
Tactics and roleplaying
The Tide attacks unattended wards and anyone denying the charter, not the most wounded hero. At 30 hit points it listens for one round. Four memorial successes and an open Widow’s Gate let it enter the beacon peacefully; otherwise it disperses at 0 hit points and returns in one year.
Game Master guidance
This entry is complete for table use. Apply the listed defenses, actions, and encounter behavior directly. If the creature is used outside its original adventure, preserve its surrender trigger and primary motivation so a social solution remains as usable as combat.