Water Orm
Creature 10 (rare) — aquatic, beast, water
These legendary creatures lurking in remote lakes always seem to 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
Source: pathfinder-monster-core-2
Perception +21
Skills athletics +19, stealth +23
Str
+8
Dex
+5
Con
+5
Int
-3
Wis
+5
Cha
+0
AC 30
Fort +21
Ref +19
Will +17
HP 170
Resistances cold 10, fire 10
Speed 20 feet, swim 50 feet
Offense
Melee Jaws +24, Damage 2d10+11 piercing
Melee Tail +24, Damage 2d6+11 bludgeoning
Abilities
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 (primal) — A water orm automatically tries to counteract any detection, revelation, or scrying ability attempted against it, using its Stealth modifier for the counteract check.
Swallow Whole (attack) — Large, 2d8+8 bludgeoning damage, Rupture 22
Swallow Whole
Water Travel (primal, water) — A water orm can dissolve into water, appearing only as a long, dark, serpentine stretch of liquid. 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 by Dismissing this action.
Grab — Grab
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