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Great Grodair

Creature 7 (unique) — amphibious, beast, fey, water

Pre-Remaster content. May include legacy alignment.

Source: strength-of-thousands-bestiary (Pre-Remaster)

Perception +16
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 Ref +12 Will +14
HP 130
Speed 25 feet, swim 50 feet

Offense

Melee Jaws +18, Damage 2d10+9 piercing
Melee Tentacle +18, Damage 1d12+9 bludgeoning
Ranged Water Jet +16, Damage 4d6 bludgeoning

Abilities

Death Flood (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 Reflex save). A creature that fails its save is pushed 5 feet (or 10 feet on a critical failure).
Muddy Field (primal, 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 (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 — Knockdown
Push 10 feet — Push

Spells

Control Water (rank 5)

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