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Giant TardigradeCreature 9


HugeAmphibiousAnimal
Source Pathfinder Howl of the Wild
Perception +16 (tremorsense (imprecise) 30 feet)
Languages none
Skills Athletics +19, Stealth +14, Survival +18
Str +4, Dex +3, Con +6, Int -5, Wis +3, Cha +1

AC 23; Fort +23; Reflex +16; Will +16;
HP 120
Speed 25 feet (climb 25 feet)
Resistances All Damage 10

Stylet One Action +19 (+14, +9) to hit 3d8+6 Piercing + 1d8 Bleed
Claws One Action +19 (+15, +11) to hit (agile, reach 10) 3d6+6 Slashing

Eyespots

A giant tardigrade can't see anything beyond 30 feet.

Tun State Free Action

Trigger The tardigrade would be reduced to 0 Hit Points or would die due to starvation, suffocation, or similar environmental causes

Frequency once per week

Requirements The tardigrade isn't already in tun state


Effect The giant tardigrade doesn't die but instead remains at 1 Hit Point and curls into a dry ball, called a tun. While in this tun state, the giant tardigrade is Unconscious, doesn't need to eat, drink, or breathe, and doubles its resistance to 20. It remains in tun state indefinitely until covered in significant amounts of water, at which point it begins to rehydrate, gaining regeneration 5. The regeneration persists until it reaches maximum Hit Points. The giant tardigrade then exits its tun state.

Vacuum Mouth Two Actions

Requirements The giant tardigrade doesn't have a target Grabbed


Effect The giant tardigrade draws in air with its mouth. All creatures in a 20-foot cone must succeed at a DC 25 reflex save or be pulled adjacent to the giant tardigrade. The tardigrade chooses one creature that failed its save, Grabbing the target in its claws and making a stylet Strike.

Grab One Action

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.


Tardigrades grow no larger than the width of a hair, but when their riverside environments are exposed to heightened levels of magic, these eight-legged omnivores can grow to tremendous sizes.


Traits

Common

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.

Amphibious

An 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.

Animal

An animal is a creature with a relatively low intelligence. It typically doesn't have an Intelligence attribute modifier over –4, can't speak languages, and can't be trained in Intelligence-based skills.