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TiddalikCreature 7


NEHugeAmphibiousBeast
Source Pathfinder Bestiary 3
Perception +15 (low-light vision)
Languages Common
Skills Athletics +19, Stealth +11
Str +6, Dex +2, Con +6, Int -2, Wis +4, Cha +0

AC 22; Fort +19; Reflex +11; Will +15;
HP 155
Speed 25 feet

Bite One Action +19 (+14, +9) to hit (reach 10) 2d10+9 Piercing
Spit One Action +15 (+10, +5) to hit (range increment 30) 2d10+9 Bludgeoning

Low-Light Vision

The monster can see in dim light as though it were bright light, so it ignores the Concealed condition due to dim light.

Deluge

A creature can provoke a waterlogged tiddalik into laughing and releasing its stored water with a successful check to DC 25 performance a joke or funny story. The tiddalik also disgorges its water automatically if it dies while waterlogged, or can voluntarily Deluge as a three-action activity that has the concentrate trait. The mass of stored water swamps a 10-foot emanation, dealing 8d6 bludgeoning damage to creatures in the area (DC 25 basic reflex save) and making the area difficult terrain for 1 day. The tiddalik can't use its spit Strike or Expel Wave until it next Drinks in Abundance.

Drink Abundance (downtime)

The tiddalik spends a day or more drinking from a water source. If the water source is equal to or greater in volume than itself, the tiddalik consumes 5,000 gallons of water per day and becomes waterlogged. While waterlogged, it can use its spit Strike, Expel Wave, and its Deluge ability, but its Speed is reduced to 10 feet. If the water source is smaller than the tiddalik, it consumes the water but does not become waterlogged.

Expel Wave Two Actions

Requirements The tiddalik is waterlogged


Effect The tiddalik expels a wave of water in a 60-foot cone that deals 6d6 bludgeoning damage (DC 25 basic reflex save). Creatures that fail the save are pushed back 5 feet (10 feet on a critical failure).

The tiddalik can't use Expel Wave again for 1d4 rounds.

Grab One Action

Requirements The monster's last action was a success with a Strike that lists Grab in its damage entry, or it has a creature grabbed using this action.


Effect The monster automatically Grabs the target until the end of the monster's next turn. The creature is Grabbed by whichever body part the monster attacked with, and that body part can't be used to Strike creatures until the grab is ended. Using Grab extends the duration of the monster's Grab until the end of its next turn for all creatures grabbed by it. A grabbed creature can use the Escape action to get out of the grab, and the Grab ends for a grabbed creatures if the monster moves away from it.


Tiddaliks are giant, drought-causing monstrosities resembling grossly swollen frogs. They travel through the land, sniffing out water to gorge themselves on. Upon finding a source, the tiddalik submerges itself and begins to drink, and drink, and drink. Over time, it slurps the water down to the very last drop and balloons in size, becoming unable to move at more than an amble. The water sustains the tiddalik for years, while the land suffers a great drought. In fact, the only moisture to be found in any quantity might be the damp divot the tiddalik's great, sloshing body leaves behind as it travels.

Desperate locals trying to undo a tiddalik's work are met with the creature's gullet or torrents of water. A tiddalik is lazy and unlikely to start a fight of its own volition or even to chase a fleeing attacker, having little interest in anything but slaking its immense thirst. In its death throes, the tiddalik divulges its water stores, breaking free in a final tide of mass destruction that swamps the surrounding area. Woe betide any unlucky enough to find themselves beset by a tiddalik's gluttony!


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

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.