Ferocious Zombie GrindylowCreature 2
Source Pathfinder Society Scenario #2-06: The Crashing Wave
Perception +7 (darkvision)
Languages none
Skills Athletics +11
Str +3, Dex +3, Con +3, Int -5, Wis +1, Cha -1
AC 15; Fort +9; Reflex +5; Will +5;
HP 60 (void healing)
Speed 25 feet
Immunities bleed, death effects, disease, paralyzed, poison, unconscious
Weaknesses Vitality 10, Slashing 10
Tentacle
+10 (+6, +2) to hit (agile, finesse, trip, unarmed) 1d8+5 BludgeoningSlow
A zombie is permanently Slowed 1 and can't use reactions.
Tangling Kelp
Trigger A creature attempts a melee attack against a zombie grindylow with a bludgeoning or slashing weapon
Effect The creature must succeed at a DC 15 reflex saving throw or become tangled in the kelp that surrounds the zombie grindylow, giving the creature a -10 circumstance penalty to its Speeds until it spends a manipulate action to remove the kelp.
Void HealingA creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead.
Clinging SuckersWhen a grindylow Grabs a creature larger than itself, it attaches to that creature. The grabbed creature is not Immobilized, but if it moves, the grindylow moves with it.
If the creature is Medium or smaller, it takes a –5-foot status penalty to its Speeds while the grindylow is attached. The grindylow is Off-Guard while it is attached to a creature.
Effect: Clinging Suckers
Jet
(move)The grindylow moves up to 60 feet in a straight line through the water without triggering reactions. It can use this ability while grabbing a creature.
Grab
Requirements The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature Grabbed or Restrained
Effect If used after a Strike, the monster attempts to [/act grapple] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.
The monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn.
Traits
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.
AmphibiousAn amphibious creature can breathe in water and in air, even outside of its preferred environment, usually indefinitely but at least for hours. These creatures often have a swim Speed. Their bludgeoning and slashing unarmed Strikes don't take the usual –2 penalty for being underwater.
MindlessA mindless creature has either programmed or rudimentary mental attributes. Most, if not all, of their mental attribute modifiers are –5. They are immune to all mental effects.
UndeadOnce living, these creatures were infused after death with void energy and soul-corrupting unholy magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by vitality energy and are healed by void energy, and don't benefit from healing vitality effects.
UnholyEffects with the unholy trait are tied to powerful magical forces of cruelty and sin. They often have stronger effects on holy creatures. Creatures with this trait are strongly devoted to unholy causes, and often have weakness to holy. If a creature with weakness to unholy uses an unholy item or effect, it takes damage from its weakness.
ZombieThese undead are mindless rotting corpses that hunger for living flesh.