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Water OrmCreature 10


RareNHugeAquaticBeastWater
Source Pathfinder Bestiary 2
Perception +21 (darkvision)
Languages Aquan
Skills Athletics +22, Stealth +23
Str +8, Dex +5, Con +5, Int -3, Wis +5, Cha +0

AC 30; Fort +21; Reflex +19; Will +17;
HP 170
Speed 20 feet (swim 50 feet)
Resistances Cold 10, Fire 10

Jaws One Action +24 (+19, +14) to hit (reach 15) 2d10+11 Piercing
Tail One Action +24 (+20, +16) to hit (agile, reach 15) 2d6+11 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.

Slow Metabolism

A water orm can go for 10 years without feeding. Beyond this limit, the water orm's hunger causes it to become Slowed 1, but doesn't otherwise impact its lifespan. A water orm that's slowed as a result of starvation can remove this condition by using Swallow Whole to gulp down a meal.

Undetectable (abjuration, primal, detection, revelation, scrying, divination)

A water orm automatically tries to counteract any detection, revelation, or scrying divination attempted against it, using its Stealth modifier for the counteract check.

Swallow Whole One Action (attack)

Large, 2d8+8 bludgeoning damage, Rupture 22


The monster attempts to swallow a creature of the listed size or smaller that it has grabbed in its jaws or mouth. If a swallowed creature is of the maximum size listed, the monster can't use Swallow Whole again. If the creature is smaller than the maximum, the monster can usually swallow more creatures; the GM determines the maximum. The monster attempts an Athletics check opposed by the grabbed creature's Reflex DC. If it succeeds, it swallows the creature. The monster's mouth or jaws no longer grab a creature it has swallowed, so the monster is free to use them to Strike or Grab once again. The monster can't attack creatures it has swallowed.

A swallowed creature is Grabbed, is Slowed 1, and has to hold its breath or start suffocating. The swallowed creature takes the listed amount of damage when first swallowed and at the end of each of its turns while it's swallowed. If the victim Escapes this ability's grabbed condition, it exits through the monster's mouth. This frees any other creature grabbed in the monster's mouth or jaws. A swallowed creature can attack the monster that has swallowed it, but only with unarmed attacks or with weapons of light Bulk or less. The swallowing creature is Flat-Footed against the attack. If the monster takes piercing or slashing damage equaling or exceeding the listed Rupture value from a single attack or spell, the swallowed creature cuts itself free. A creature that gets free by either Escaping or cutting itself free can immediately breathe and exits the swallowing monster's space.

If the monster dies, a swallowed creature can be freed by creatures adjacent to the corpse if they spend a combined total of 3 actions cutting the monster open with a weapon or unarmed attack that deals piercing or slashing damage.

Water Travel Three Actions (primal, transmutation, water, concentrate)

A water orm can dissolve into water, appearing only as a long, dark, serpentine stretch of water. While in this form, a water orm's swim Speed increases to 600 feet, it automatically succeeds at Athletics checks to Swim, and it gains a +4 circumstance bonus to Stealth checks in water. A water orm can remain in this form for 8 hours, but it can't enter salt water when using this ability. A water orm can return to its normal form using a single action which has the concentrate trait.

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.


Legendary creatures lurking in remote lakes, water orms always find their way into the tavern tales of lakeside communities. To some travelers, every lake of respectable size seems to be surrounded by towns full of fishers claiming to have spotted a water orm. These elusive creatures inhabit lakes mainly in cool and gloomy regions. Some claim that water orms are an offshoot of sea serpents and linnorms, but no credible link between these creatures has been found.

Water orms have many features that sea serpents do not, such as the ability to understand the rudiments of language. Their natural inclination to avoid contact and remain hidden often remains at odds with their equally compelling curiosity about those they might spy upon the shores of their lakes. Water orm sightings usually occur when they can't help but to rise up to the surface to take a peek at someone particularly unusual on the beach or floating on the water's surface.

These creatures are extremely long-lived and can go for decades, or even centuries, with very little to eat. This allows water orms to subsist in lakes without surfacing for many years, even in bodies of fresh water without ample food sources. Water orms might lie in a silty lake bed for years, their elusiveness only contributing to their mythical reputation. When a pet or child goes missing near a lake, rumors might hold that the local water orm is responsible, leading to folk tales that caution residents against venturing out alone near the water.

While most water orms are described as serpentine or long-necked reptiles, others look similar to bizarrely elongated seals or whales, impossibly large sea horses, or long-necked creatures with paddles resembling those of elasmosauruses.


Traits

Rare

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.

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.