Coldmire PondCreature 8
Source Pathfinder Rage of Elements
Perception +16 (darkvision)
Languages Thalassic
Skills Athletics +18, Stealth +18
Str +5, Dex +3, Con +5, Int +2, Wis +2, Cha +0
AC 27; Fort +16; Reflex +19; Will +13;
HP 135
Speed 20 feet (swim 50 feet)
Immunities bleed, paralyzed, poison, sleep
Resistances Fire 10
Clammy Pseudopod
+20 (+15, +10) to hit 2d8+9 BludgeoningShallow Waters
The coldmire pond can occupy the same space as other creatures. Creatures who move through the coldmire pond treat it as difficult terrain. Two creatures both occupying the coldmire pond's space are flanking it, regardless of their actual positions within the coldmire pond.
Constrict
1d6[bludgeoning],1d6 cold1d6 bludgeoning plus 1d6 cold, DC 25 fortitude
The monster deals the listed amount of damage to any number of creatures Grabbed or Restrained by it. Each of those creatures can attempt a basic Fortitude save with the listed DC.
Drag Below
Requirements The coldmire pond occupies the same space as a target it has Grabbed
Effect The coldmire pond pulls the target below the surface. The target must succeed at a DC 26 reflex save or fall Prone and begin drowning.
Flash Flood
(primal, water)Water surges out of the coldmire pond in a 20-foot emanation and crashes into nearby creatures, knocking them off their feet. Creatures in the area, as well as any creatures currently sharing the coldmire pond's space, take 4d8 bludgeoning damage and are knocked Prone (DC 26 reflex save). Creatures standing inside the coldmire pond treat their result as one step worse.
Coldmire ponds are often mistaken for shallow pools of water, but these sentient bodies of living water actually crawl along the ground or float through other liquids. Coldmires are dangerous ambush predators, drowning creatures that stray too close to or, even more hazardously, stand or swim inside their waters.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
AquaticAquatic creatures are at home underwater. Their bludgeoning and slashing unarmed Strikes don't take the usual –2 penalty for being underwater. Aquatic creatures can breathe water but not air.
ElementalCreatures directly tied to an element and native to the elemental planes. Elementals don't need to breathe.
WaterEffects 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 connection to magical water.