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Great GrodairCreature 7


UniqueCNLargeAmphibiousBeastFeyWater
Source Pathfinder #170: Spoken on the Song Wind
Perception +16 (darkvision)
Languages Aquan, Common, Sylvan
Skills Athletics +17, Intimidation +15, Nature +15, Performance +17, Survival +14
Str +5, Dex +1, Con +4, Int +1, Wis +2, Cha +4

AC 23; Fort +18; Reflex +12; Will +14;
HP 130
Speed 25 feet (swim 50 feet)

Jaws One Action +18 (+13, +8) to hit 2d10+9 Piercing
Tentacle One Action +18 (+13, +8) to hit (reach 10) 1d12+9 Bludgeoning
Water Jet One Action +16 (+11, +6) to hit (range increment 60) 4d6 Bludgeoning

Darkvision

A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

Death Flood (conjuration, primal, water)

When the great grodair dies, his body explodes in a blast of pressurized water that deals 6d6 bludgeoning damage to creatures within a 15-foot emanation (DC 25 basic reflex save). A creature that fails its save is pushed 5 feet (or 10 feet on a critical failure).

Muddy Field One Action (primal, transmutation, water)

The great grodair transforms all soil, sand, or similar sediment in a 10-foot emanation into mud for 1 round. This mud is difficult terrain for creatures other than grodairs.

Organ of Endless Water One Action (conjuration, manipulate, primal, water)

The great grodair causes water to pour from a magical sac on his spine, either a stream of water at a rate of 1 gallon per round, or a fountain in a 5-foot-long stream at a rate of 5 gallons per round. He can stop the flow of water as a single action.

Knockdown One Action

Requirements The monster's last action was a success with a Strike that lists Knockdown in its damage entry.


Effect The monster knocks the target Prone.

Push 10 feet One Action

Requirements The monster's last action was a success with a Strike that lists Push in its damage entry.


Effect The monster automatically knocks the target away from the monster. Unless otherwise noted in the ability description, the creature is pushed 5 feet. If the attack was a critical hit, this distance is doubled.


Primal Spontaneous Spells (DC 25, +15 to hit)

5th Level (1 slots): Control Water



Traits

Unique

A rules element with this trait is one-of-a-kind. The DC of Recall Knowledge checks related to creatures with this trait is increased by 10.

Amphibious

An amphibious creature can breathe in water and in air, even outside of its preferred environment, usually indefinitely but at least for hours. These creatures often have a swim Speed. Their bludgeoning and slashing unarmed Strikes don't take the usual -2 penalty for being underwater.

Fey

Creatures of the First World are called the fey.

Water

Effects with the water trait either manipulate or conjure water. Those that manipulate water have no effect in an area without water. Creatures with this trait consist primarily of water or have a magical connection to the element.