Water Orm
Creature 10 (rare) — aquatic, beast, water
ShadeCrasherLANDAQUATICaquaticbeastwater
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; darkvision
Languages thalassic; Can't speak any language
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 (reach-15) +24, Damage 2d10+11 piercing plus Grab
Melee Tail (agile, reach-15) +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
The monster attempts to swallow a creature of the listed size or smaller that it has grabbed or restrained 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 Off-Guard 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.
Effect: Engulf and Swallow Whole
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.
The monster attempts to swallow a creature of the listed size or smaller that it has grabbed or restrained 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 Off-Guard 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.
Effect: Engulf and Swallow Whole
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 (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 —
WORKS WELL WITH
AnvilAQUATICA durable water-bound bodyguard holds melee attention while the orm submerges and repositions unseen for its ambush strike.
SnareAQUATICA controller that restrains swimmers before the orm surfaces turns its first reach Strike into a near-certain hit.
WeaverLAND / AQUATICA caster covering the party's detection efforts extends the gap between the orm's ambushes and its return to stealth.
PUNISHES
✖ detection or scrying reliance✖ isolated targets✖ clumping
Avoid pairing with another stealth ambusher; both compete for the same surprise round and undermine each other's cover.
Works well with · Punishes · Pairing advice
Unlock with Tactics
Run Water Orm in the encounter builder — free, no install.
Open in PathfinderGM →