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GrouloopCreature 9


UniqueCEMediumAmphibiousBoggardHumanoid
Source Pathfinder #171: Hurricane's Howl
Perception +18 (darkvision)
Languages Boggard
Skills Athletics +17, Deception +16, Intimidation +18, Nature +18, Religion +18
Str +4, Dex +0, Con +2, Int +0, Wis +5, Cha +3

AC 27; Fort +18; Reflex +15; Will +21;
HP 185
Speed 20 feet (swim 25 feet)

Sickle One Action +20 (+16, +12) to hit (agile, trip) 1d4+6 Slashing
Tongue One Action +20 (+15, +10) to hit (reach 10) 1d4+6 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.

Soul-Shaking Croak Two Actions (sonic)

Grouloop utters a powerful croak that deals 6d10 sonic damage to any non-boggard within a 30-foot emanation (DC 27 basic fortitude save).

A creature with the Frightened condition that fails its saving throw increases its frightened condition by 1 (on a critical failure, the creature is also Fleeing for as long as it is frightened).

Grouloop can't use Soul-Shaking Croak again for 1d4 rounds.

Swamp Stride

Grouloop ignores difficult terrain caused by swamp terrain features.

Tongue Grab

If Grouloop hits a creature with her tongue, that creature becomes Grabbed. Unlike with a normal grab, the creature isn't Immobilized, but it can't move beyond the reach of Grouloop's tongue.

A creature can sever the tongue by hitting AC 24 and dealing at least 9 slashing damage. Though this doesn't deal any damage to the boggard, it prevents her from using her tongue Strike until she regrows her tongue, which takes a week.


Primal Spontaneous Spells (DC 28, +20 to hit)

Cantrips (5th Level): Acid Splash, Detect Magic, Light, Read Aura, Tanglefoot
1st Level (3 slots): Fleet Step, Grease, Mending
2nd Level (3 slots): Acid Arrow, Darkness, Summon Elemental, Water Walk, Web
3rd Level (3 slots): Animal Vision, Glyph of Warding, Stinking Cloud
4th Level (3 slots): Freedom of Movement, Hydraulic Torrent
5th Level (2 slots): Cloudkill

Ritual

2nd Level: Consecrate
6th Level: Primal Call



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.

Humanoid

Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.