Grodair
Creature 5 — amphibious, beast, fey, water
Grodairs are bizarre fishlike creature native to the First World. Their supernatural physiology includes a strange organ with an extradimensional space capable of storing thousands of gallons of water. This grants grodairs the ability to create a suitable environment for themselves anywhere by releasing the water, quickly transforming any surrounding land into a shallow bog. When grodairs wish to leave for a new location, they simply suck up all the water back up. When necessary, grodairs can al
Source: pathfinder-monster-core-2
Perception +13
Skills athletics +12, nature +13, survival +11
Str
+4
Dex
+2
Con
+4
Int
+1
Wis
+2
Cha
+2
AC 20
Fort +15
Ref +9
Will +11
HP 90
Speed 25 feet, swim 50 feet
Offense
Melee Jaws +15, Damage 2d8+7 piercing
Melee Tentacle +15, Damage 1d10+7 bludgeoning
Ranged Water Jet +13, Damage 3d6 bludgeoning
Abilities
Death Flood (primal, water) — When a grodair dies, its body explodes in a blast of pressurized water that deals 4d6 bludgeoning damage to creatures within a 15-foot emanation (DC 22 Reflex save). A creature that fails its save is pushed 5 feet (or 10 feet on a critical failure).
Muddy Field (primal, water) — The 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 grodair causes water to pour from a magical sac on its 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. It can stop the flow of water as a single action.
Push 10 feet — Push
Spells
Control Water (rank 5)
Run Grodair in the encounter builder — free, no install.
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